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General Tabletop Discussion
*Pathfinder & Starfinder
Movement, falling damage, Dim Door
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<blockquote data-quote="Deset Gled" data-source="post: 3166723" data-attributes="member: 7808"><p>First, I'm sorry if my use of the word "munchkin" was insulting to you. But I'm pretty sure that telling me I need to go back to school to understand this thread and calling other's oppinions stupid is a bit worse.</p><p></p><p></p><p></p><p>Secondly, I really don't understand where any of this is coming from. For starters, I never stated that inertia is "reset", and I have no idea what that means. Inertia is a property of mass and velocity, and velocity is a property of reference frame. Your velocity cannot be zero in all reference frames, so I don't understand how it can be "reset".</p><p></p><p>Third, slamming in to the ground at a very high speed when you teleport is exactly what can result from the FAQ ruling. Consider teleporting from one point on the globe to the point on the exact opposite side of the globe, at noon. With reference to the sun, you are going to be standing upright, and have an extremely powerful momentum in one direction due the earth's rotation. When you teleport to the other side of the world and maintain your reference to the sun, you are now upside down. And, if you maintain your initial velocity, you are moving with a speed double that of the earth's rotation with respect to the ground. Better hope the ground is smooth, or your face is in for a rough ride. On a smaller scale, you can consider a similar case with a pair of boats moving in opposite directions with momentum relative to the earth. It both cases, you still haven't taken into account the earth's rotation around the sun, the sun's spin with respect to the rest of the galaxy, or the galaxy's movement away from the center of the universe.</p><p></p><p>The real problem with the FAQ ruling is that momentum is a property of reference frame, and there is no way you can choose a static reference frame that will maintain momentum in some cases (preserving the falling damage given as an example) without maintaining it in all cases (which starts the slipperly slope of the example I gave above). The only way to make magical movement work without it being ridiculously dangerous is to just say "it's magic", and let it be.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 3166723, member: 7808"] First, I'm sorry if my use of the word "munchkin" was insulting to you. But I'm pretty sure that telling me I need to go back to school to understand this thread and calling other's oppinions stupid is a bit worse. Secondly, I really don't understand where any of this is coming from. For starters, I never stated that inertia is "reset", and I have no idea what that means. Inertia is a property of mass and velocity, and velocity is a property of reference frame. Your velocity cannot be zero in all reference frames, so I don't understand how it can be "reset". Third, slamming in to the ground at a very high speed when you teleport is exactly what can result from the FAQ ruling. Consider teleporting from one point on the globe to the point on the exact opposite side of the globe, at noon. With reference to the sun, you are going to be standing upright, and have an extremely powerful momentum in one direction due the earth's rotation. When you teleport to the other side of the world and maintain your reference to the sun, you are now upside down. And, if you maintain your initial velocity, you are moving with a speed double that of the earth's rotation with respect to the ground. Better hope the ground is smooth, or your face is in for a rough ride. On a smaller scale, you can consider a similar case with a pair of boats moving in opposite directions with momentum relative to the earth. It both cases, you still haven't taken into account the earth's rotation around the sun, the sun's spin with respect to the rest of the galaxy, or the galaxy's movement away from the center of the universe. The real problem with the FAQ ruling is that momentum is a property of reference frame, and there is no way you can choose a static reference frame that will maintain momentum in some cases (preserving the falling damage given as an example) without maintaining it in all cases (which starts the slipperly slope of the example I gave above). The only way to make magical movement work without it being ridiculously dangerous is to just say "it's magic", and let it be. [/QUOTE]
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Movement, falling damage, Dim Door
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