Kamikaze Midget said:Heck, the immunity of elves to Sleep spells is extraordinary...I'd hate to have to come up with some sort of pseudo-science for that little trick!
Tiefling said:
Then Darkvision is the same thing as infravision, in which case it should have no distance limits and should have all the qualities associated with infravision, such as seeing footprints where beings have recently stepped.
Tiefling said:Other than maybe polarization, what's the difference between electromagnetic waves that have been reflected off an object and those that have radiated from it?
mmu1 said:
The difference is mainly in terms of intensity and the level of detail you can perceive as a result... When can you get a better look at a lightbulb filament, when it's on and radiating light, or when the bulb is off and light from some other source is reflecting from it?
Gothmog said:Originally posted by Saeviomagy:
I'd love to join your campaign. First session I'd invent gunpowder and guns, and you'd have to invent spurious rules to prove that I couldn't. Spells which cause nuclear fusion wouldn't be too far off. (come to think of it, polymorph any object into a nuclear bomb would be pretty sweet).
The gameworld is not the real world. Chemistry, physics etc. do not work normally there. Explaining how things work merely gives way to long, interminably boring discussions of what does and does not work.
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See, there's the problem- as a PC, you would have no idea how to invent gunpowder, guns, nuclear fission, etc- because the technology for it simply doesn't exist. You have to separate player from character knowledge- the ONLY time I ever docked someone XPs was when someone attempted this very thing. And if you'd rather take your chances with a primitive blackpowder weapon than a conventional weapon, well- they'd be calling you "no fingers" in short order! My point is, gravity, fire, freezing, disease, etc work on the same assumptions in fantasy worlds as they do in the real world- otherwise there is no point of reference between the two.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.