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This has come to my attention based on the fact we usually rate feats achieved over time based on 1 second timeframe, the obvious problem with this is the fact that at the speed a lot of characters operate as, or heck even human speeds, 1 second output of nondescript energy is too long a timeframe for it to be logically applied to most characters, specially in the context of a fight.
Why is it important
Because most characters operate at speeds at which 1 second timeframes are laughably slow, even supersonic characters can only be reliably assumed to wait 1/343ths of a second before they figure “sheesh maybe I should step aside from this laser operating at 10 MW before it can burn me”
Now consider the fact how immediate the force of something like a punch is released and you will see the problem, there is no reliable way to scale a characters one second energy output to the inmediate release of a physical strike unless you compress the time frame and by extension lower the amount of AP an attack carries.
As it is, I propose characters shouldn’t typically scale to 1 second output if they are also assumed to fight at speeds at which 1 second is far too long a timeframe, or it should be noted as a potential weakness that they specificallly need the 1 second to achieve this level of power.
Note that this doesn’t apply to all form of attacks in general, only those that are measured in units such as Watts which are defined as J/S
Also this most likely doesn’t apply to characters accelerating for several seconds and crashing into something, as silly as it, is their durability would have to scale to the immediate force released by the impact, and they would inmediately have to scale to anyone that can trade blows with them unless there is specific portrayal suggesting otherwise.
Not seeking to lead a mass revision as much as putting my thoughts on this particular topic up for discussion.
Why is it important
Because most characters operate at speeds at which 1 second timeframes are laughably slow, even supersonic characters can only be reliably assumed to wait 1/343ths of a second before they figure “sheesh maybe I should step aside from this laser operating at 10 MW before it can burn me”
Now consider the fact how immediate the force of something like a punch is released and you will see the problem, there is no reliable way to scale a characters one second energy output to the inmediate release of a physical strike unless you compress the time frame and by extension lower the amount of AP an attack carries.
As it is, I propose characters shouldn’t typically scale to 1 second output if they are also assumed to fight at speeds at which 1 second is far too long a timeframe, or it should be noted as a potential weakness that they specificallly need the 1 second to achieve this level of power.
Note that this doesn’t apply to all form of attacks in general, only those that are measured in units such as Watts which are defined as J/S
Also this most likely doesn’t apply to characters accelerating for several seconds and crashing into something, as silly as it, is their durability would have to scale to the immediate force released by the impact, and they would inmediately have to scale to anyone that can trade blows with them unless there is specific portrayal suggesting otherwise.
Not seeking to lead a mass revision as much as putting my thoughts on this particular topic up for discussion.