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arguments over physics
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<blockquote data-quote="Celebrim" data-source="post: 6542152" data-attributes="member: 4937"><p>This is easily avoided by just not having adamantium in your campaign or have it vanishingly rare, and in any event its pretty easy to infer that - if the above is true - the economic value of an adamantium pick axe would be so much higher than that of an adamantium dagger that almost no adamantium daggers would actually exist. </p><p></p><p>Or you could just change the rules. Adamantium in the 3.X rules is largely a product of the fact that the DR's frequently assigned to creatures are too high, and so adamantium and it's special ability was largely added into the rules as a kludge fix. If the DR used in the design of monsters was better thought out, you wouldn't need such an absolute counter to DR with its unintended consequences of turning all walls into tissue paper. </p><p></p><p>Then again, in a more 'Fantasy Supers' approach, you might have this as an intended consequence. </p><p></p><p>My point being in its essence, "Have whatever physics serves the needs of the campaign." Fundamentally, a debate between a GM and a player over the physics of electricity misses the point of most games and a GM doesn't need to dignify the argument unless it is actually useful (the player has a Ph.D. in physics and your playing a hard sci-fi game and do want to get it right, in which case, good luck).</p><p></p><p>Small aside on that note, at one time I was keen on running a GURPS game in David Gerrald's 'War Against the Chtorr' setting. My wife, who likely would have been one of the players, has a Ph.D. in biology. At some point it occurred to me that many of the fundamental tropes of the setting depended on mystical biology that would never work in real life, and that the 'biological and ecological exploration' that is a central feature of the setting and a major part of any campaign in the setting would likely frustrate her very quickly with its inconsistencies and failure to understand the underlying scientific principles.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6542152, member: 4937"] This is easily avoided by just not having adamantium in your campaign or have it vanishingly rare, and in any event its pretty easy to infer that - if the above is true - the economic value of an adamantium pick axe would be so much higher than that of an adamantium dagger that almost no adamantium daggers would actually exist. Or you could just change the rules. Adamantium in the 3.X rules is largely a product of the fact that the DR's frequently assigned to creatures are too high, and so adamantium and it's special ability was largely added into the rules as a kludge fix. If the DR used in the design of monsters was better thought out, you wouldn't need such an absolute counter to DR with its unintended consequences of turning all walls into tissue paper. Then again, in a more 'Fantasy Supers' approach, you might have this as an intended consequence. My point being in its essence, "Have whatever physics serves the needs of the campaign." Fundamentally, a debate between a GM and a player over the physics of electricity misses the point of most games and a GM doesn't need to dignify the argument unless it is actually useful (the player has a Ph.D. in physics and your playing a hard sci-fi game and do want to get it right, in which case, good luck). Small aside on that note, at one time I was keen on running a GURPS game in David Gerrald's 'War Against the Chtorr' setting. My wife, who likely would have been one of the players, has a Ph.D. in biology. At some point it occurred to me that many of the fundamental tropes of the setting depended on mystical biology that would never work in real life, and that the 'biological and ecological exploration' that is a central feature of the setting and a major part of any campaign in the setting would likely frustrate her very quickly with its inconsistencies and failure to understand the underlying scientific principles. [/QUOTE]
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