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#31 | |
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Join Date: Mar 2006
Location: Iceland*
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Quote:
Sorry, nope. It continues to ignore physics forever, because D&D has no physics. It has game rules.
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Za uspiekh nashevo beznadiozhnovo diela! |
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#32 | |
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Join Date: Jul 2008
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Quote:
D&D does have rules for some physics. The peasant railgun neglects to engage with them.
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I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#33 |
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Join Date: Nov 2024
Location: Northern Midwest, North America
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However, the physics in Dungeons and Dragons are so limited and obtuse that they barely count as physics. The peasant railgun interacts with the physics, if I remember correctly, in such a limited way that the Dungeon Master gets to decide if it works. Realistically at an Adventurer's League table, it would never fly (the peasant railgun and the thing being thrown). Now, would it work in GURPS? That's also up to the Game Master, like in Dungeons and Dragons, because in a wacky setting, it totally could. RAW? I don't think so.
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I apologize for my idiocy in advance. I run a GURPS (and other things) blog started very recently. |
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#34 |
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Join Date: Dec 2007
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Even if you allowed your peasants to pass it foward with a single held action that wouldn't give it any momentum because it didn't experience any acceleration. It would just have teleported from the back of the line to the front of the line. +
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#36 |
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Join Date: Aug 2018
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Strength is a valid concern about the speed you'd generate passing an object, like it should be a combination of DX and ST like how Control Points happen in Technical Grappling
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