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.
Community
General Tabletop Discussion
*Dungeons & Dragons
Spells dealing cold damage. effects?
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="Greenfield" data-source="post: 6167726" data-attributes="member: 6669384"><p>Not to be argumentative, but how do you handle falling damage? Do you calculate real world falling speed? Do you take air density into account? (Meaning, atmospheric pressure at the current altitude, modified by humidity) Do you have some formula for converting mass times velocity-squared into hit points? Do you account for the hardness of the surface they're hitting?</p><p></p><p>To resurrect the Hamster cannon, do you worry about Conservation of Momentum when a moving projectile changes size and mass? (Someone under <em>Enlarge Person</em> fires an arrow, the arrow returns to normal size when it leaves the bow, and thus decreases in mass by a factor of 8.) Do you take planetary spin into account (approx 1000 mph surface rotational velocity). That would have to multiply as well. So would the 62,500 mph of the planet's orbit around the sun.</p><p></p><p>Do <em>Lightning Bolt</em> spells burn the hand of the caster? Real world lightning strikes are hotter than the surface of the sun, you know. Does the spell start fires?</p><p></p><p>Where does the energy for a <em>Lightning Bolt</em> come from? Where do the material components go? If you want to say that the spell power comes from the destruction of the components, you still have an immense amount of energy left unaccounted for. Simply freeing the Electrons from the matter would leave a horrendous positive charge on the caster, from the remaining Protons, and the Neutron burst released would give everyone in the area a fatal dose of radiation poisoning. </p><p></p><p>How do you account for the sudden appearance of matter when spells like <em>Create Food and Drink</em> are cast? Violates the laws of Conservation of Matter and Energy, you know.</p><p></p><p>Where does the energy for spells like <em>Continual Flame</em> come from? (It's effectively an unlimited amount of energy,since the effect lasts forever.) Where does the energy go when sunlight hits a <em>Darkness</em> spell? </p><p></p><p>How does <em>Teleport</em> work? Is velocity maintained? Do you take planetary spin into account? Where does the energy come from/go to when the starting point and destination are at different altitudes? Different latitudes? (The caster's velocity is higher near the equator than it is as they move away. See <em>Coriolis Force</em> as applied to course plotting in air travel, if you need a reference.)</p><p></p><p>I suspect that what you strive for is "Realism", not "Reality". That is, something that suits your gut level feeling of how physics <em>ought to work</em>, without any real consideration for how it does work.</p><p></p><p>So, to be clear, I'm not saying that your game doesn't work. I'm just suggesting that you're picking and choosing what part of "physics" you want to allow/require/apply, and then using it to justify the results you feel you should have. In short, you're using "Credibility", rather than reality. It's just a question of what's credible to you.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6167726, member: 6669384"] Not to be argumentative, but how do you handle falling damage? Do you calculate real world falling speed? Do you take air density into account? (Meaning, atmospheric pressure at the current altitude, modified by humidity) Do you have some formula for converting mass times velocity-squared into hit points? Do you account for the hardness of the surface they're hitting? To resurrect the Hamster cannon, do you worry about Conservation of Momentum when a moving projectile changes size and mass? (Someone under [I]Enlarge Person[/I] fires an arrow, the arrow returns to normal size when it leaves the bow, and thus decreases in mass by a factor of 8.) Do you take planetary spin into account (approx 1000 mph surface rotational velocity). That would have to multiply as well. So would the 62,500 mph of the planet's orbit around the sun. Do [I]Lightning Bolt[/I] spells burn the hand of the caster? Real world lightning strikes are hotter than the surface of the sun, you know. Does the spell start fires? Where does the energy for a [I]Lightning Bolt[/I] come from? Where do the material components go? If you want to say that the spell power comes from the destruction of the components, you still have an immense amount of energy left unaccounted for. Simply freeing the Electrons from the matter would leave a horrendous positive charge on the caster, from the remaining Protons, and the Neutron burst released would give everyone in the area a fatal dose of radiation poisoning. How do you account for the sudden appearance of matter when spells like [I]Create Food and Drink[/I] are cast? Violates the laws of Conservation of Matter and Energy, you know. Where does the energy for spells like [I]Continual Flame[/I] come from? (It's effectively an unlimited amount of energy,since the effect lasts forever.) Where does the energy go when sunlight hits a [I]Darkness[/I] spell? How does [I]Teleport[/I] work? Is velocity maintained? Do you take planetary spin into account? Where does the energy come from/go to when the starting point and destination are at different altitudes? Different latitudes? (The caster's velocity is higher near the equator than it is as they move away. See [I]Coriolis Force[/I] as applied to course plotting in air travel, if you need a reference.) I suspect that what you strive for is "Realism", not "Reality". That is, something that suits your gut level feeling of how physics [I]ought to work[/I], without any real consideration for how it does work. So, to be clear, I'm not saying that your game doesn't work. I'm just suggesting that you're picking and choosing what part of "physics" you want to allow/require/apply, and then using it to justify the results you feel you should have. In short, you're using "Credibility", rather than reality. It's just a question of what's credible to you. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Spells dealing cold damage. effects?
Top