D&D General Does anyone else title their D&D sessions?

Lyxen

Great Old One
We have summaries for all our campaigns, and they are all titled (these are automated translations from french with a few side notes mixed in)...

Odyssey of the Dragonlords: 28 - In the heart of the Fortress 27 - Infiltration 26 - The Ultros takes off 25 - In Search of the Missing Piece ... and a Zombie Cow 24 - Return to the tombs 23 - Mytros Games 22 - Ultros, back in town, the quest for the 4 winds, downtime in Myrtros ... 21 - The Ultros ... 20 - Justice passes, peace too ... 19 - Assault on Maximus

Avernus:
34 - Ogre porridge is eaten hot
33 - Ruth the Red Reaches Her Limits!
31 - Afternoon tea at Ruth la Rouge!
31 - Return to Mahadi's bazaar, whose history is a bazaar!
30 - And the magician was waiting for someone to come and deliver him
29 - Full metal pinned deamon and Mini-Me
28 - In the Infinite Staircase
27 - Visit to Bitter Breath
26 - Gather an army?
25 - Lulu's dreams

Eberron:
53 - A Final in the Mist
52 - The Folastic Ride
51 - The Necropolis of Vert Repos
50 - The Brilliant Life Clinic
49 - The Cursed Laboratory
48 - Bowels and Gold Bolt
47 - The Audacious Fortune of the Mouse
46 - The Cracked Mirror
45 - Elder of the Hot Irons
44 - Once upon a time Miriel
 

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Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
Debating If Teleportation Conserves Momentum."
If teleportation conserves energy of thought, memory, and physiology, then it must also conserve momentum, which is just kinetic energy. If it does not preserve the energy state between the two locations, the teleported matter would be inert on the far side and at a temperature of absolute zero for a brief moment, since atomic motion also has movement and energy.

We know the teleport spell doesn't kill it's target, QED it must preserve the target's energy state between two locations and, thus, momentum.

So always teleport your target safely so their excess momentum is wasted.
 

Lyxen

Great Old One
If teleportation conserves energy of thought, memory, and physiology, then it must also conserve momentum, which is just kinetic energy. If it does not preserve the energy state between the two locations, the teleported matter would be inert on the far side and at a temperature of absolute zero for a brief moment, since atomic motion also has movement and energy.

We know the teleport spell doesn't kill it's target, QED it must preserve the target's energy state between two locations and, thus, momentum.

So always teleport your target safely so their excess momentum is wasted.

All of this is based on real world physics which are demonstrated not to work that way in fantasy world where magic exists anyway (and violates the conservation of energy). There are many other problems, for example, what happens to the atmosphere at the points of departure and arrival ? Or what happens when you teleport from a point near to the equator to a point closer to a pole ? Do you get sent at 1000 km/h in some direction ? So a DM can choose exactly what he wants there without any sort of guilt.
 

EzekielRaiden

Follower of the Way
I don't so much title individual sessions as I do arcs, and even then only very informally. E.g. the first adventure the party went on was to the Old Teeth, so that became the name of that adventure. Later on, a few adventures later, they went to the marshy headwaters of an important river, and investigated a semi-hidden druid shrine that had been partially burned, so that arc became known as the Charred Marsh Grotto. Etc.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
All of this is based on real world physics which are demonstrated not to work that way in fantasy world where magic exists anyway (and violates the conservation of energy). There are many other problems, for example, what happens to the atmosphere at the points of departure and arrival ? Or what happens when you teleport from a point near to the equator to a point closer to a pole ? Do you get sent at 1000 km/h in some direction ? So a DM can choose exactly what he wants there without any sort of guilt.
Teleportation deals with instantaneous transmission between two points without crossing the intervening distance. Relative elevation due to the curvature of an object is therefore irrelevant.

And while magic -can- break the rules of physics, characters and objects still fall, the sun still rises, and barring an explicit statement to the contrary we have to assume that all the other standard rules of physics do exist normally. Teleportation, for example, -works-. Without magic this feat would be essentially impossible with a sapient being of human mass, if only due to the energy requirements and improbable matter requirements.

However. A Fireball still burns. Whence it came is "Magic" but it still conforms to natural physical laws when it interacts with the rest of reality.

Now, of course, a DM/GM/Narrator is free to say "Magic makes momentum go bye-bye in a teleport" and would be correct 'cause it's their world and they're defining how the magic and physics interact.

But by the textbook understanding of how all this stuff is, RAW, yes. Momentum would be preserved.
 

Alzrius

The EN World kitten
But by the textbook understanding of how all this stuff is, RAW, yes. Momentum would be preserved.
We reached a similar conclusion, not because we examined the physics of teleporting or anything like that, but because we eventually stumbled upon the part of the Core Rules that said, "Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface."
 

el-remmen

Moderator Emeritus
Not to be a party pooper, but this thread is not about real-world physics or not in D&D - though now I want to have a session I can title "Real-World vs. Magic Physics: Force-Cage Match"
 

Lyxen

Great Old One
Teleportation deals with instantaneous transmission between two points without crossing the intervening distance. Relative elevation due to the curvature of an object is therefore irrelevant.

You know that, in the real world, it would create incredible problems, right ? That if you could teleport from extremely high to sea level, you will have physiological problems ? And that velocity and momentum are not the same depending on where you are located on the planet, depending where your referential is ? If it really conserved momentum according to some cosmic planar referential, teleporting from the equator of an earth-type planet to the pole would project you at a speed of 460 m/s in a direction tangential to your position on the planet and would kill you instantly.

And while magic -can- break the rules of physics, characters and objects still fall

It is RAW in 5e (Dungeon of the Mad Mage) that gravity in a D&D world does not behave like gravity in the real world, Spelljammer gravity is very different and part of the D&D world.

the sun still rises, and barring an explicit statement to the contrary we have to assume that all the other standard rules of physics do exist normally.

I'm sorry but nothing in the rules or the settings tell you this. For example nothing proves that characters are breathing air as we know it, Nitrogen and oxygen with the corresponding proportions. They might be breathing stuff coming from the elemental plane of air, which is elemental and not necessarily a compound of chemical elements.

Teleportation, for example, -works-. Without magic this feat would be essentially impossible with a sapient being of human mass, if only due to the energy requirements and improbable matter requirements.

Instantaneous Teleportation is impossible in the real world according to General Relativity, without even talking metaphysics (of whether recreating the body somewhere would conserve the mind or the soul of the creature).

However. A Fireball still burns. Whence it came is "Magic" but it still conforms to natural physical laws when it interacts with the rest of reality.

Do you have any proof of that ? It could simply be that a fireball materialises stuff from the elemental plane of fire which has the property of burning. Actually, it's much more likely that it's this than an actual combustion which requires a chemical reaction requiring an oxidant, which is usually air, but a fireball does not need air to be produced and does not consume the air when it happens.

Now, of course, a DM/GM/Narrator is free to say "Magic makes momentum go bye-bye in a teleport" and would be correct 'cause it's their world and they're defining how the magic and physics interact.

But by the textbook understanding of how all this stuff is, RAW, yes. Momentum would be preserved.

There is no real world textbook that supports teleportation according to D&D anyway, so it's just a question of the DM choosing what he likes.
 

Steampunkette

Rules Tinkerer and Freelance Writer
Supporter
You know that, in the real world, it would create incredible problems, right ? That if you could teleport from extremely high to sea level, you will have physiological problems ? And that velocity and momentum are not the same depending on where you are located on the planet, depending where your referential is ? If it really conserved momentum according to some cosmic planar referential, teleporting from the equator of an earth-type planet to the pole would project you at a speed of 460 m/s in a direction tangential to your position on the planet and would kill you instantly.
Ahhh... You're referring to rotational velocity, my mistake. I totally misunderstood your statement as an issue of lateral distance teleport "Suddenly" shooting someone down toward the surface of the earth before they appeared. I apologize!

That is a serious issue! There'd also be the issue of the planet's relative position to Galactic central point, since we're on a spinning ball orbiting a ball of flaming gas which is itself hurtling through space at implausible speeds. If you were facing toward the North Pole before the teleport your "Galactic Momentum" would be "Forward", but if you appeared 6 feet south of the North Pole your preserved momentum would be "Toward low orbit". Meanwhile that preserved momentum if you teleported to face north of the South Pole by 6ft would be "Into the surface of the Earth"...

Definitely something important to consider!
It is RAW in 5e (Dungeon of the Mad Mage) that gravity in a D&D world does not behave like gravity in the real world, Spelljammer gravity is very different and part of the D&D world.
The game designers have stated that only the core books are "Canon for D&D" while all adventures and stuff are official only within their specific settings.
I'm sorry but nothing in the rules or the settings tell you this. For example nothing proves that characters are breathing air as we know it, Nitrogen and oxygen with the corresponding proportions. They might be breathing stuff coming from the elemental plane of air, which is elemental and not necessarily a compound of chemical elements.
This is called "Verisimilitude" and is the presumption one makes when dealing with a work of fiction. Any work of fiction. D&D isn't special in this regard. Unless specified otherwise, stuff just works normally.
Instantaneous Teleportation is impossible in the real world according to General Relativity, without even talking metaphysics (of whether recreating the body somewhere would conserve the mind or the soul of the creature).
General Relativity is great in theory. nudge nudge

But we've learned a lot since Einstein. And we'll learn more. We already know that quantum teleportation is possible (Spooky Action at a Distance, FTW!) and we're learning a ton about different structures of reality that may eventually unseat our current understanding of physics based on quantum physics. Hence the desire for a Unified Field Theory. It may be that Teleportation is entirely impossible.

But.

That's where the Magic is, sidestepping all of our understanding of the requirements of physics, further modified by the Game Designers stating that momentum is, in fact, preserved (at least relative to the nearest planet)
Do you have any proof of that ? It could simply be that a fireball materialises stuff from the elemental plane of fire which has the property of burning. Actually, it's much more likely that it's this than an actual combustion which requires a chemical reaction requiring an oxidant, which is usually air, but a fireball does not need air to be produced and does not consume the air when it happens.
The spell doesn't say that... so... shrugs! The elemental plane of fire thing, I mean. What it -does- say is there is an "Explosion of Flame" which ignites things in the area that aren't being worn or carried. Why it would be selective I haven't a clue.
There is no real world textbook that supports teleportation according to D&D anyway, so it's just a question of the DM choosing what he likes.
Pretty much.
 

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