D&D General Introducing a Scientific Mindset to Dungeons and Dragons


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What are the scientific properties of "magic energy".
Glad you asked. :)

In the real world there's four underlying forces of physics: gravity, strong nuclear, weak nuclear, and electromagnetic.

The way I have it, there's a fifth underlying force: magic. This force isn't present everywhere and is suppressed by the presence of uranium (even at the most trace levels) in an environment. But where this force is present, which is most of the universe* other than a few small pockets, it sustains the lives of creatures we would consider fantastic and allows what we know as magic to function.

Further, some creatures can learn to manipulate this force in order to generate certain usually-repeatable effects (i.e. they can gather its energy, shape it, and release it as spells) or harness this force to specific purposes (i.e. bind some of it to an item or place etc.). Similarly, some creatures can learn (or are simply born able) to dissipate or neutralize this energy e.g. a Beholder's anti-magic zone or a Disenchanter's unweaving of magic in an item.

Wild magic surges are the sometimes-result if-when this energy is released in a manner unintended, e.g. a spell is interrupted or a magic item is broken, and the energy doesn't just dissipate harmlessly.

I'm not physicist enough to do a deep dive into the nuts and bolts of exactly how this force works, but I'm sure someone who is physicist enough would be able to.

What this does for me, in the end, is provide a framework on which I can:
--- build a coherent and consistent magic system
--- explain how and why it breaks down if-when it does
--- explain null, anti, and wild magic and their causes
--- explain what's actually happening when a character casts a spell
--- allow for non-magical worlds such as Earth to exist in the fantasy realm

* - by universe I mean everywhere - all the planes, worlds, etc.
 

I like the world to work on a set of consistent scientific principles, but the people in that world don't need to know or understand those principles.

Maybe humans have DNA in the setting. Doesn't mean that anyone actually knows that's a thing, so no NPC is ever going to bring it up and it will never be relevant to the players.
 

We consider Neanderthal a separate hominid species but we know now that we interbred with them, at least for a period of time.
My wife married one!

What are the scientific properties of "magic energy".
Spells in D&D are fairly scientific. You use certain components in a certain way and you get specific results. You can even test those results. What happens if you use baby poop instead of guano for a fireball spell? Do angry words uttered for the verbal component make for a more powerful spell? And at least as far as arcane spells are concerned, anyone can learn them. You don't need to be a god or have a drop of divinity in you.
 


Glad you asked. :)

In the real world there's four underlying forces of physics: gravity, strong nuclear, weak nuclear, and electromagnetic.

The way I have it, there's a fifth underlying force: magic. This force isn't present everywhere and is suppressed by the presence of uranium (even at the most trace levels) in an environment. But where this force is present, which is most of the universe* other than a few small pockets, it sustains the lives of creatures we would consider fantastic and allows what we know as magic to function.

Further, some creatures can learn to manipulate this force in order to generate certain usually-repeatable effects (i.e. they can gather its energy, shape it, and release it as spells) or harness this force to specific purposes (i.e. bind some of it to an item or place etc.). Similarly, some creatures can learn (or are simply born able) to dissipate or neutralize this energy e.g. a Beholder's anti-magic zone or a Disenchanter's unweaving of magic in an item.

Wild magic surges are the sometimes-result if-when this energy is released in a manner unintended, e.g. a spell is interrupted or a magic item is broken, and the energy doesn't just dissipate harmlessly.

I'm not physicist enough to do a deep dive into the nuts and bolts of exactly how this force works, but I'm sure someone who is physicist enough would be able to.

What this does for me, in the end, is provide a framework on which I can:
--- build a coherent and consistent magic system
--- explain how and why it breaks down if-when it does
--- explain null, anti, and wild magic and their causes
--- explain what's actually happening when a character casts a spell
--- allow for non-magical worlds such as Earth to exist in the fantasy realm

* - by universe I mean everywhere - all the planes, worlds, etc.
I'm sorry sir but the magic force comes not from uranium, but from the intricate lacing of oxygen and uranium within the crystal structure pitchblende. This lacing reproduces exactly a Star of Fortitude sigil. Indeed, purified uranium loses all magical properties and is hypothesized to be the source of antimagic (but this is controversial).🤓
 

No. Magic is too silly to be scientific. Especially Vancian magic:

I'm going to cram for a test. I cram and I memorize the information and I ace the test! But the professor says "That was the wrong test, darn it" and hands out a second test. The second test has the same questions just in a different order. SO same information.

But now I've forgotten the information because I can only use it once per long rest.

I mean even inside the pseudo-reality of fantasy worlds, memory works as we understand it to. Except when it comes to arcane magic. Then we get the "Dev Error" thing. This is before we even get into Clerics and Sorcerers.

The greatest minds in the world would go bananas trying to explain magic. It's too silly. It's fantasy and that's OK (y)
 

I like the world to work on a set of consistent scientific principles, but the people in that world don't need to know or understand those principles.

Maybe humans have DNA in the setting. Doesn't mean that anyone actually knows that's a thing, so no NPC is ever going to bring it up and it will never be relevant to the players.
True, but those principles are relevant to me-as-DM when trying to determine how (or if) things function in the setting, and thus even though the players in-character might never learn about DNA or genetics* etc. I still need to know it's there.

* - that said, the players in-character quite recently - as in about 5 sessions ago - interacted with members of a species who had knowingly created another species through science and genetics: ancient Hobgoblins originally created Lurkers Above to be living blankets, then the Hob's died out and evolution took its course; and recently the PCs revived a few of the ancients who were rather shocked both that their living blankets had evolved at all and what they had become.
 

No. Magic is too silly to be scientific. Especially Vancian magic:

I'm going to cram for a test. I cram and I memorize the information and I ace the test! But the professor says "That was the wrong test, darn it" and hands out a second test. The second test has the same questions just in a different order. SO same information.

But now I've forgotten the information because I can only use it once per long rest.
Yeah, that sounds about right for me when it comes to test-writing. :)
 


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