The game is a bit too divinity-esque in collision damage, and it's lore breaking.
vvvvv For example being able to do lore breaking damage with physics below vvvvv.
https://twitter.com/EllohimeTwitch/status/1689726730628435969?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1689726730628435969%7Ctwgr%5E5d021eec9a692c381a1d9c6ab5bc91129977b780%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Fgamerant.com%2Fbaldurs-gate-3-owlbear-tips-tricks-top-rope-damage%2F
^ this type of stuff needs toned down to lore levels, REMEMBER, a METEOR which has much more velocity and mass than this, does 40d6, that is 120 average damage.
There are canon levels of damage, at level 20 you are meant to be akin to a god, and can fight certain gods, even if you don't win, you can possibly, or put up a damn good fight, that is why there is lore of archdevils/demon lords fighting gods and winning or losing, and other such entities
There are gods hps and stats in 3.5 edition.
This damage is just under half that of the strongest damaging spell in DND, an 11th level spell called supreme ultra megadon which can blow up a planet.
Keep the physics damage, sure, but tone it down a LOT.
You've got a metric now for damage, because instead of thinking about what you can do, imagine this being used against your OWN archdevil/god/arch angel/demon lord etc head canon character.
After you'd just tanked a meteor, it's not lore accurate.
This owlbear damage should be about double that of an ogre hitting you perfectly, so say like 40, can crit for 60-80.
Last edited by TerrorTheDragon; 14/08/23 07:22 PM.