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<blockquote data-quote="5ekyu" data-source="post: 7316538" data-attributes="member: 6919838"><p>Well, maybe, but to my limited way of thinking, if one wants to go on and on about real world physics and the way things work in most any RPG but yes magic too, there are likely much bigger axes that can grind that break so much bigger physics than say the physics of a low level falling spell and timing microjiffies.</p><p></p><p>I mean, once me and my players agree to play with flying dragons, ghosts, demons and wishes and trapping souls in gems - we have already given away the minutia of real world newtonian physics being a strong element in the game especially when it applies to the most basic macguffin of the lot.</p><p></p><p>Just like when we play spy games, we tend to give up all that heavy ballistic gun-math and tend to go with auto-fire vs single shot rules that reflect that style or how if we play scifi of a flavor that has hyperspace or wormholes we don't start trying to rewrite those game elements mid-stream with "real world physics." </p><p></p><p>We look for the<strong> in-game mechanics</strong> to reflect the <strong>in-game reality</strong> and especially to present the cases <strong>where they depart from what we see everyday</strong> <em>very well, very clearly and very consistently.</em></p><p></p><p>that way, when in-game something goes differently from what we have come to expect, we can play our characters going "hey, that went wrong. What is going on?" as opposed to just us the players saying "hey, maybe that was too much extra advantage" or toss it up to just inconsistencies in interpretation hitting again.</p><p></p><p>But the physics and DND posts and articles and discussions have been a hoot for decades and likely will continue to be for many more. maybe a geek version of the angels head of pins thing.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7316538, member: 6919838"] Well, maybe, but to my limited way of thinking, if one wants to go on and on about real world physics and the way things work in most any RPG but yes magic too, there are likely much bigger axes that can grind that break so much bigger physics than say the physics of a low level falling spell and timing microjiffies. I mean, once me and my players agree to play with flying dragons, ghosts, demons and wishes and trapping souls in gems - we have already given away the minutia of real world newtonian physics being a strong element in the game especially when it applies to the most basic macguffin of the lot. Just like when we play spy games, we tend to give up all that heavy ballistic gun-math and tend to go with auto-fire vs single shot rules that reflect that style or how if we play scifi of a flavor that has hyperspace or wormholes we don't start trying to rewrite those game elements mid-stream with "real world physics." We look for the[B] in-game mechanics[/B] to reflect the [B]in-game reality[/B] and especially to present the cases [B]where they depart from what we see everyday[/B] [I]very well, very clearly and very consistently.[/I] that way, when in-game something goes differently from what we have come to expect, we can play our characters going "hey, that went wrong. What is going on?" as opposed to just us the players saying "hey, maybe that was too much extra advantage" or toss it up to just inconsistencies in interpretation hitting again. But the physics and DND posts and articles and discussions have been a hoot for decades and likely will continue to be for many more. maybe a geek version of the angels head of pins thing. [/QUOTE]
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