Magic and Physics

Greenfield

Adventurer
This was prompted by a post in another thread, but I'll try to keep this self-contained.

One thing that drives us all a little nuts, I think, is when someone at the game table starts to try and impose physics onto a magical game setting. Worse is when they try to impose *their version* of physics.

One such discussion ensued when we were discussing an Epic monster called a Collossus of something-something. Bloody huge thing with a DR50/+5 (This was a 3.0 critter). It also had an anti-magic aura around it, so there was no such thing as a +5 anything anywhere near it.

I proposed an old 1st Ed. trick known as the Paladin killer. Essentially, you take something big and heavy and reduce it to a size or form that can be easily hurled. When it hits the anti-magic effect it reverts to being big and heavy.

The specific example I used was to take a mule, add a pack saddle and load it with boulders until it could barely stand. Next, Polymorph it into a Hamster. By the rules, items worn by polymorphed beings fold into the new form, unless it's an item that the new form can wear.

Hamsters don't wear pack saddles.

Mule, fully loaded, weighs about 2,000 lbs. Hamster can fit in a sling.

The entire argument was silly to begin with, as the monster in question was Epic grade silly, but a self appointed physics expert argued that "Conservation of Momentum" would come into play, and the moment the hamster hit the anti magic field he'd lose pretty much all of his speed.

He's trying to apply his vision of real world physics to a situation that can't occur in the real world. There is no real world circumstance where an object just spontaneously gains mass. Still, I played along.

"Is your vision of the game world like the real world? Does it spin on its axis? Does it orbit the sun?", I asked.

He said it had to, and elaborated for far too long.

"Then let's look at the situation at a slightly earlier point in the sequence.", I suggested.

"A hamster weighs about 4 ounces, and the loaded mule weighs a solid ton. That's an 8000-to-1 change in mass when the transformation hits. Since the surface rotational velocity of the Earth is a little over 1000 mph at the equator, (25,000 miles in 24 hours), and the Earth's orbital velocity is about 62.5 times more, if we do the initial Polymorph at midnight, the local velocity is 63,500 mph. Applying conservation of momentum to that, the speed should increase by a factor of 8000, giving us a take off velocity of three quarters of the speed of light."

That silenced him. The hamster would take off horizontally, in an easterly direction, at about 500 million miles an hour (508 million, if you're on the equator), and would probably tear away half the planet's atmosphere in the split second it took to leave the world behind.

If you did the transformation right at sunset, the direction would be down instead of east, and the impact would probably cause an effect similar to the meteor strike that created Iceland (and subsequently wiped out the dinosaurs.)

If you did the transformation at sunrise the direction of take off would be straight up. That form would cause the least damage to the world at large, but the spell caster and everything else within a few miles would probably be caught in the vortex and sucked up into space.

Now, for our next trick, we'll load an elephant with that pack saddle and...

Isn't physics fun? :)

So, what's your favorite tale of someone trying to argue physics in a fantasy game?
 

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That silenced him. The hamster would take off horizontally, in an easterly direction, at about 500 million miles an hour (508 million, if you're on the equator), and would probably tear away half the planet's atmosphere in the split second it took to leave the world behind.

Actually, the atmosphere should be mostly fine. The hamster is travelling well over the speed of sound, which means that the compressed air in front of the hamster does not have time to get out of the way of the hamster before the hamster passes through.

This will have two effects. The hamster will slow down notably as it accelerates the air in front of it. Also, it will still be able to breathe for a brief time after leaving the atmosphere, assuming its nose is pointed in the direction it is moving.

I suspect that the sonic boom will be minimal, as by the time the compressed air gets around the hamster, there is no longer an atmosphere to transmit it.

Oh, did I miss your point? :devil:
 

This is a hilarious example of why physics does not always apply to the magical universe.
However, I do believe that physics should have some say in how things work. The DMG/PH suggest many rules that are based in physics (maximum distances, rates of speed, loads, etc), and when the DMG/PH do not give rules on a subject, you should base your assumptions in logic and not fantasy.
Just because it doesn't say a PC cannot do X, does not mean the player SHOULD be able to do X.
 

Whenever I begin with new players, I explain the rules of the game world. It goes something like this:

The year is 2011 (or whatever the current real world year is). This is a parallel world where magic works and the laws of physics are very different.

The world is flat.

The heavier object falls faster here.

Attempts to create storage batteries by dipping lead and copper plates in acid are simply a creative way to ruin lead and copper plates with acid.

Attempts to research gunpowder by mixing sulphur, charcoal and bat guano (common source of nitrate) will result in a smelly mixture that smells like burning sulphur and bat guano. You need to add magic to get the boom (Sulphur and bat guano are the material components for Fireball).

Arguments about "what they had in those days" are meaningless, since there were never any "those days" in the real world where Elves and wizards faced Dragons and Orcs. The tech level is whatever the DM says it is, and may vary from one part of the world to another.

Welcome to my world.
 


Welcome to my world.
I like this a lot!

Imho, it's a pity that so many settings fail to properly define the 'rules of the world' like this.

Positive examples include 'Mythic Europe' - the default setting for the Ars Magica rpg. In Mythic Europe everything people believe in actually exists. Things work exactly like people thought they did. Spellcasting rules take care to define the limitations of magic in the setting.

In 'Mage: The Ascension', Belief is the force that actively shapes the world. 'Casting spells' works if the spellcaster believes strongly enough in his version of reality. Disbelief is the enemy of magic and if enough onlookers are present that do not believe in magic, the forces of paradox will undo the spellcaster's work (and sometimes even the spellcaster herself).

In this setting science is simply another name for magic that is generally accepted because everyone believes that it works in the way it does.
 


I definitely agree that RW science doesn't necessarily belong in the game. But imho the correct response to someone tryng to inject "realistic" physics where it doesn't belong is simply to say:
Hey you, smart boy pretending to be an elf! Sit down, shut up and play the game, or else go get me some pizza!
Under no circumstances would I ever counter-argue with more physics that can be equally riddled with portable holes. As soon as one starts to inject science into magic, it becomes equally plausible to inject magic into science... and that way lies madness. Or at least a long, unproductive game-derailing discussion involving tensors, genetics, phase transition energies, Minkowski space, neuroscience, relativistic orbital mechanics, information theory, and everything else that all the geeks at the table feel compelled to spar over.

Dorks, just play the game.
 

I definitely agree that RW science doesn't necessarily belong in the game.
[/INDENT]Under no circumstances would I ever counter-argue with more physics that can be equally riddled with portable holes.

I still think you should fall into the portable hole if it's placed underneath you.
 


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