Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="paradox42" data-source="post: 3435060" data-attributes="member: 29746"><p>Fair enough, but as you've already pointed out yourself, your own rules get patently absurd at other points. The problem then becomes to find a place where it "looks good."</p><p></p><p>Conceding the point that real-world physics has as much to do with D&D as bread has to do with the core of the sun, this then brings me back to the original point of my earlier post: the estimate of planet hit points that you've been using is far, far too low. Zarquin's number looks remarkably close to yours, so presumably zarquin's argument is much like the one you yourself use. However, since D&D is so clearly not based on real physics, then no argument that begins with real physics can be used to estimate D&D numbers with any validity. Therefore, the method which was used to arrive at a number of 720,000 hit points for an entire planet is wrong, because it used real-world physics numbers as the foundation of its argument.</p><p></p><p>The better method, in this case, is to go purely by D&D rules- take the number of hit points given to a stone 10 feet thick (easily derived from the known number of 15 per inch of thickness- the result ends up being 1800) and then scale that up to planet-thickness. Using a value of 8,000 miles (approximate diameter) for Earth, that's 4,224,000 x the number given above. The number comes out to be 7,603,200,000. That's how many hit points an object made of stone that's the size of a planet has in D&D. Note that the SRD rules don't say how wide or high an object with "X hit points per inch of thickness" has; only the thickness itself matters. We have only one dimension to work with and cannot go on volume. It is, perhaps, a valid method to assume that "thickness" simply refers to the object's smallest dimension, however large its other measurements are, and this means that a sphere of stone 10 feet across would have 1800 hit points- and a sphere of stone 8,000 miles across (like a planet) has exactly the number I stated above.</p><p></p><p>We could also calculate it using an Earth Elemental or other monster that's made entirely of stone, and scale it up using the normal size increase rules (and the valid-within-D&D-rules paradigm that a doubling of base hit dice increases the size category by 1 step) until it's planet-sized. Doing this, we can start with a Medium Earth Elemental, average human size (4 HD, 30 hit points), and scale that up to average Earthlike planet size: Mega-Large. Doing this, we get 8,388,608 HD and a CON score that's 84 points higher (granting +42 hit points per hit die in the process), yielding an average of 415,236,096 hit points- before we take into account any Toughness, Improved Toughness, or Great Constitution feats it gets with its 2,796,203 feat slots.</p><p></p><p>Whatever effects you have that deal with cosmic-scale events like destroying a planet have to be dealing damage of that order or more to be even remotely believeable.</p><p></p><p>If you want to say that the VSC rules are an attempt to correct this flaw in D&D rules, then we go back down to basing D&D numbers on real-world physics again, however slightly- and the argument I made in my first post must then be answered on real-world physics terms. Doing otherwise simply combines apples & oranges and tries to make them all look like pears. In other words, the reasoning becomes specious.</p></blockquote><p></p>
[QUOTE="paradox42, post: 3435060, member: 29746"] Fair enough, but as you've already pointed out yourself, your own rules get patently absurd at other points. The problem then becomes to find a place where it "looks good." Conceding the point that real-world physics has as much to do with D&D as bread has to do with the core of the sun, this then brings me back to the original point of my earlier post: the estimate of planet hit points that you've been using is far, far too low. Zarquin's number looks remarkably close to yours, so presumably zarquin's argument is much like the one you yourself use. However, since D&D is so clearly not based on real physics, then no argument that begins with real physics can be used to estimate D&D numbers with any validity. Therefore, the method which was used to arrive at a number of 720,000 hit points for an entire planet is wrong, because it used real-world physics numbers as the foundation of its argument. The better method, in this case, is to go purely by D&D rules- take the number of hit points given to a stone 10 feet thick (easily derived from the known number of 15 per inch of thickness- the result ends up being 1800) and then scale that up to planet-thickness. Using a value of 8,000 miles (approximate diameter) for Earth, that's 4,224,000 x the number given above. The number comes out to be 7,603,200,000. That's how many hit points an object made of stone that's the size of a planet has in D&D. Note that the SRD rules don't say how wide or high an object with "X hit points per inch of thickness" has; only the thickness itself matters. We have only one dimension to work with and cannot go on volume. It is, perhaps, a valid method to assume that "thickness" simply refers to the object's smallest dimension, however large its other measurements are, and this means that a sphere of stone 10 feet across would have 1800 hit points- and a sphere of stone 8,000 miles across (like a planet) has exactly the number I stated above. We could also calculate it using an Earth Elemental or other monster that's made entirely of stone, and scale it up using the normal size increase rules (and the valid-within-D&D-rules paradigm that a doubling of base hit dice increases the size category by 1 step) until it's planet-sized. Doing this, we can start with a Medium Earth Elemental, average human size (4 HD, 30 hit points), and scale that up to average Earthlike planet size: Mega-Large. Doing this, we get 8,388,608 HD and a CON score that's 84 points higher (granting +42 hit points per hit die in the process), yielding an average of 415,236,096 hit points- before we take into account any Toughness, Improved Toughness, or Great Constitution feats it gets with its 2,796,203 feat slots. Whatever effects you have that deal with cosmic-scale events like destroying a planet have to be dealing damage of that order or more to be even remotely believeable. If you want to say that the VSC rules are an attempt to correct this flaw in D&D rules, then we go back down to basing D&D numbers on real-world physics again, however slightly- and the argument I made in my first post must then be answered on real-world physics terms. Doing otherwise simply combines apples & oranges and tries to make them all look like pears. In other words, the reasoning becomes specious. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Publisher Forums
Eternity Publishing Hosted Forum
Immortals Handbook - Epic Bestiary (Epic Monster Discussion)
Top