11-14-2021, 06:59 PM | #11 | |
Join Date: Jun 2013
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Re: Does teleport maintain intertia?
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GURPS Overhaul |
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11-16-2021, 04:31 AM | #12 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Does teleport maintain intertia?
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What Varyon said. I am NOT, repeat, NOT worrying over the angular momentum of my game world's rotation, Coriolis forces, or anything of the sort. What I do at my table is seek to have an interesting game, not for the folks attending Physics 352 to have a hypothetical hack session.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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11-16-2021, 08:28 AM | #13 | |
Join Date: Aug 2007
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Re: Does teleport maintain intertia?
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What you probably want is "I _blip_ between point A and point B and all problems are automagically compensated for".
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Fred Brackin |
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11-16-2021, 08:46 AM | #14 | |
Join Date: Dec 2020
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Re: Does teleport maintain intertia?
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But one question someone is teleporting maybe even between worlds, if a person can do this in known physics impossible feat with just using his body and psy, shouldn´d he be able to compensate automatically for it? Because if not, the next question is why can mages do this trick without reality check, just because it´s magic? Or even better look at the standard setting for 4th Ed Infinite Worlds, using a conveyor to move between places on the same planet or even changing the quantum will have the same problem. A object on the north pole has another relative speed and inertia than someone on the Equator. Even worse if he is moving actively in one direction and come out after transport facing another direction. For game purposes allt this facts and physics are ignored, because if you start to solve on problem, you open the next one and in the end you have not a game but a physics simulator. While I love GURPS for passing mild reality checks and making sense in the game borders itself Imho this is something the GM has to decide. Last edited by Willy; 11-16-2021 at 08:48 AM. Reason: spelling error |
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11-16-2021, 10:59 AM | #15 | |
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Join Date: Sep 2004
Location: Southeast NC
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Re: Does teleport maintain intertia?
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RyanW - Actually one normal sized guy in three tiny trenchcoats. |
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11-16-2021, 11:53 AM | #16 |
Join Date: Mar 2008
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Re: Does teleport maintain intertia?
The Witling by Vernor Vinge is set on a low tech planet where the locals can teleport but momentum is kept. Troops march long distances as part of training so they know where rocks that will have large relative speeds can be teleported from. Forts have one thick wall on the side the rocks have to come from. Long distance transportation is sealed boats that teleport from lake to lake to absorb to arrival speed. A single country rules both poles. All sorts of ideas on how the physics could affect things.
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11-17-2021, 03:42 PM | #17 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Does teleport maintain intertia?
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First off, Teleport Other isn't precisely a common spell; it's a Very Hard spell with significant prerequisites. Secondly, the size/range/speed modifier is not remotely a trivial factor. While those worried about "exploiting" haven't set forth hypotheticals, let's consider. Are people worried about "oooh, the mage might teleport a speeding car into the Big Bad's fortification!!!" Alright, swell, but we're talking -4 on speed/SM, a cost into the stratosphere, a range penalty of a few at the irreducible minimum, a ghastly cost/skill multiplier on weight, and there's still that resistance roll. For which I'd be likely to eye the player narrowly, drawl "Knock yourself out, Sparky," and have any friendly NPC in hearing range blanch with terror and run away from the impending catastrophe. Thirdly, well ... if some clever (and/or insane) player works around all the drawbacks ... that means the player is using his or her abilities to advantage. This is the sort of thing that Teleport Other is FOR, and I'm not inclined to nerf it just because, well, reasons.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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11-17-2021, 04:06 PM | #18 | |
Join Date: May 2005
Location: Oz
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Re: Does teleport maintain intertia?
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Decay is inherent in all composite things. Nod head. Get treat. |
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11-17-2021, 07:43 PM | #19 | |
Join Date: Jun 2013
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Re: Does teleport maintain intertia?
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Personally, I don't have a problem with teleportation maintaining relative velocity. Absolute velocity is a different story, but more just because it would be a nightmare to figure out at the table the direction and speed imparted by teleportation than because of game balance concerns.
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11-17-2021, 09:28 PM | #20 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Does teleport maintain intertia?
I think the primary question is not "does it make the characters too powerful," though that is something that can happen and can make a game less fun. But a more basic point is that, if you want to run a game where players cast cool spells, and confront adversaries, and in general roleplay, but you use an interpretation of teleportation where things like conservation laws apply and where a clever player can come up with ways to use them to gain advantages for their characters—then you're going to see game time being spent on talking about the technicalities of physics rather than on dramatic actions. And if that's not the flavor you're aiming for then you've got a problem.
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Bill Stoddard I don't think we're in Oz any more. |
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