shilsen said:I agree, except that I'd add that the laws of physics in the D&D game break down even without magic. The same is true for the laws of many other sciences, such as chemistry or biology. So seeking to apply real-world science to one aspect is generally an exercise in arbitrariness.
True. And I don't think we're actually in disagreement here. I'm all for verisimilitude too, and we probably just differ in what factors create that for us (and our respective groups) and what factors create problems in suspending our disbelief. I'm sure your game has certain non-magical elements that completely contravene the laws of science (dragons that can fly without magical aid, for example), while mine has certain areas where I do follow the laws of science simply because not following it in that area would lower verisimilitude for my group. It's just a matter of finding the balance that works for each of us. Or more succinctly, as you say, to each their own. Game on!ledded said:While that is a very valid viewpoint, there are those (myself included) who have found that by applying "real world" physics to our fantastical places, in whatever degrees of accuracy you are comfortable with, lends a better sense of verisimilitude (there's that darn word again). Not that in itself that is a good thing, but what I've found is that it makes the magical feel more, well, "magical", and the fantastic just more "fantastic" when they occur. If the campaign or game is supposed to have the magical and fantastic feel more mundane, then, well, forget all the physics and have at it. But to each their own.
I tend to prefer Spelljammer's treatment of gravity: it's either 1g, or off. On planets, it's 1g up to the edge of the atmosphere, at which point it turns off. Things also generate their own gravity, which allows them to bring a small "air envelope" with them into space. For some reason, this gravity field tends to conform to the shape of these things, so a ship entering space would have a "gravity plane" aligned with the ship's deck.Travinkel said:How do you handle this particuliar when you're building a world? According to the Newton's law of gravity (that an object of extreme mass will have lower mass objects orbiting it)?
Assuming similar density as Earth and that you by "large" means the diameter, the planet would have a mass that's 64 times that of Earth's. However, since the surface would be 4 times as far away from the center of gravity, you'd divide that 64 by 4^2 to get the gravity relative to Earth's: 4.Let's say a campaign world is 4 times as large as earth. We'll just assume the mass is 4 times larger as well, which means their gravitation would be 4 times the power of earth's.