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[Quick!] Need help, what is the max distance one falls in a round?
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<blockquote data-quote="totoro" data-source="post: 889679" data-attributes="member: 11939"><p><strong>Teleportation and conservation of momentum</strong></p><p></p><p>Choose the one you like (keep in mind that in most cases, teleport other becomes a deadly weapon):</p><p></p><p>1) It's magic, so don't worry about it. You land where you want after you teleport, unmoving. This seems to be the default rule, works just fine almost always, but is perhaps not realistic since "unmoving" is relative.</p><p></p><p>2) Momentum stays the same from your original frame of reference. This one is tough. If you teleport to the other side of a rotating world, the shock of arrival would have lethal consequences. This one works just fine for dimension door.</p><p></p><p>3) Momentum conforms to new location. If you were falling down and teleported to the other side of the world, you continue falling down, even though the momentum from your original frame of reference implies you would "fall" up. If you want to make this sound like if comports with physics, you could say momentum is related to gravity. In other words, if you teleport from one side of a gravity well (e.g., the world) to the other, your momentum is the same relative to the gravity well. I like this one. There is an issue of teleporting into a void (no nearest gravity well), but it doesn't matter how fast you are going in a void, so who cares?</p><p></p><p>3.5) Teleport doesn't let you teleport into a void. You need plane shift or something like that.</p><p></p><p>4) Your momentum changes direction as you wish. If you teleport to the ground after reaching terminal velocity, but point your momentum up, you will fall into the air and land a bit more comfortably when you crash back down to the ground. This allows you to teleport across the world by matching your momentum to the spin of the world. This one could create some unforseen problems with dimension door and others with imaginative players.</p><p></p><p>4.5) You can pick your momentum. This makes your original momentum meaningless. You are going as fast or as slow as you like. This would allow you to use dimension door to "charge" without running the requisite distance. It seems is even easier for imaginative players to exploit this rule. How about teleporting a boulder that is travelling at, say, near light speed, onto a city? That would make teleport object the most powerful spell in the game. I think this is a bad rule (as is rule 4), but some may like it.</p><p></p><p>5) Exactly as physics as we know it dictates. Oh, look at the time.... Maybe I'll finish this later.</p></blockquote><p></p>
[QUOTE="totoro, post: 889679, member: 11939"] [b]Teleportation and conservation of momentum[/b] Choose the one you like (keep in mind that in most cases, teleport other becomes a deadly weapon): 1) It's magic, so don't worry about it. You land where you want after you teleport, unmoving. This seems to be the default rule, works just fine almost always, but is perhaps not realistic since "unmoving" is relative. 2) Momentum stays the same from your original frame of reference. This one is tough. If you teleport to the other side of a rotating world, the shock of arrival would have lethal consequences. This one works just fine for dimension door. 3) Momentum conforms to new location. If you were falling down and teleported to the other side of the world, you continue falling down, even though the momentum from your original frame of reference implies you would "fall" up. If you want to make this sound like if comports with physics, you could say momentum is related to gravity. In other words, if you teleport from one side of a gravity well (e.g., the world) to the other, your momentum is the same relative to the gravity well. I like this one. There is an issue of teleporting into a void (no nearest gravity well), but it doesn't matter how fast you are going in a void, so who cares? 3.5) Teleport doesn't let you teleport into a void. You need plane shift or something like that. 4) Your momentum changes direction as you wish. If you teleport to the ground after reaching terminal velocity, but point your momentum up, you will fall into the air and land a bit more comfortably when you crash back down to the ground. This allows you to teleport across the world by matching your momentum to the spin of the world. This one could create some unforseen problems with dimension door and others with imaginative players. 4.5) You can pick your momentum. This makes your original momentum meaningless. You are going as fast or as slow as you like. This would allow you to use dimension door to "charge" without running the requisite distance. It seems is even easier for imaginative players to exploit this rule. How about teleporting a boulder that is travelling at, say, near light speed, onto a city? That would make teleport object the most powerful spell in the game. I think this is a bad rule (as is rule 4), but some may like it. 5) Exactly as physics as we know it dictates. Oh, look at the time.... Maybe I'll finish this later. [/QUOTE]
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[Quick!] Need help, what is the max distance one falls in a round?
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