Celebrim
Legend
GreatLemur said:Welllll, just how much of D&D's explicit and implied weirdness you have to accept is pretty optional.
Certainly. I'm not even claiming my description is the only one possible. But I am claiming that if you want to do something more than handwave away the explicit and implied weirdness, you end up with a world very much different than ours.
I think it's pretty fair and reasonable to say that things like normal thermodynamics and such hold true until magic or extraplanar influences intervene.
I think it is fair and reasonable to say that normal thermodynamics hold true within the casual observation of players, because otherwise the game universe requires a super-genious to imagine and serious time commitment to even understand.
Magic pretty much has to be a separate system from natural law, or else things like anti-magic fields would do quite a lot more than suppressing spellcasters.
I don't think that that is true. The description of the spell reads:
The spell has no effect on golems and other constructs that are imbued with magic during their creation process and are thereafter self-supporting (unless they have been summoned, in which case they are treated like any other summoned creatures). Elementals, corporeal undead, and outsiders are likewise unaffected unless summoned.
To which I could add that 'magical beasts' which presumably sustain themselves in some fashion by an infusion of magic, don't explicitly get sick, die, or are otherwise harmed by being in an anti-magic field. It's pretty clear that whatever anti-magic shell does, it doesn't stop everything magical from occuring in its confines. It only stops things that depend on certain kinds of magic, most usually the simple mortally understandable stuff that we call 'spells' and similar limited effects. Artifacts, dieties, and even some sorts of potent long duration mortal magic (constructs) aren't effected, presumably because they are either too powerful for a mortal spell to contain or fundamentally a different sort of magic than which is depressed by the antimagic shield. We can see that many magical beings aren't effected, but the spells which summoned or conjured them are.
I don't think we have to go so far as to say that because D&D defines fire as an "element", we have to accept a world where there are such things as "fire atoms".
No, we don't. But then, if we choose not to accept that, we have to accept that we have no idea what is meant by the word 'element'. If in fact, prime objects aren't composed of an amalgamation of the things in D&D called 'elements', then we've no idea why they are called 'elements' or why they should have any particular influence or relationship to the prime. In that case, the universe would be far more interesting with Helium, Mercury, and Sodium elemental planes, because at least we could say something about them.
Fire is still a chemical reaction.If you like. But this answer doesn't explain anything. In fact, this answer gets you further away from an answer than when you started. Because if fire is a chemical reaction and a very different sort of thing than 'elemental fire', why would something like 'elemental fire' exist, why would it have commerse with the universe it doesn't exist in, and how did the prime universe come to be so different from the rest of reality?