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<blockquote data-quote="Greenfield" data-source="post: 6501107" data-attributes="member: 6669384"><p>I agree with this part wholeheartedly,by the way. My "plans" depended on exploiting physics in a magical world. Further they both require not merely the presence of fissionable materials and/or antimatter, they presume that the very concept of such things can exist in that world.</p><p></p><p>You could do a lot by using <em>Polymorph Any Object</em> to turn a cup of wine into 1,500 cubic feet of liquid Propane mixed with liquid Oxygen in the great hall, then run before the boil-off reaches a torch flame and triggers a fuel-air explosion. A bit less explicit in why it should fail. Other than the very concept, that is.</p><p></p><p>That's where problems like this arise, in general: The concept I can't tell you how many times I've run into players whose characters "traveled to the future and got automatic weapons", or PCs who want to research storage batteries and/or high explosives.</p><p></p><p>In first and 2nd Ed. these were a problem, since there really wasn't an applicable skill mechanic. The DM couldn't say, "Okay, make me a Knowledge - Nuclear Physics check, DC 35" to shut them down. </p><p></p><p>Exact exploits aside, the problem is largely an RP one, that some players are so set on "winning" at D&D they lose sight of what the game is supposed to be about. They refuse to play a person of the age and world, and instead want the admixture, someone who knows how to saddle and ride a horse, knows the customs well enough to get along, knows the gods and the greater powers, knows magic and has trade skills, yet also knows about machine guns, nuclear weapons, computers and automobiles.</p><p></p><p>In short, in trying to "win" D&D, they've successfully researched one of the very few ways to lose.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6501107, member: 6669384"] I agree with this part wholeheartedly,by the way. My "plans" depended on exploiting physics in a magical world. Further they both require not merely the presence of fissionable materials and/or antimatter, they presume that the very concept of such things can exist in that world. You could do a lot by using [I]Polymorph Any Object[/I] to turn a cup of wine into 1,500 cubic feet of liquid Propane mixed with liquid Oxygen in the great hall, then run before the boil-off reaches a torch flame and triggers a fuel-air explosion. A bit less explicit in why it should fail. Other than the very concept, that is. That's where problems like this arise, in general: The concept I can't tell you how many times I've run into players whose characters "traveled to the future and got automatic weapons", or PCs who want to research storage batteries and/or high explosives. In first and 2nd Ed. these were a problem, since there really wasn't an applicable skill mechanic. The DM couldn't say, "Okay, make me a Knowledge - Nuclear Physics check, DC 35" to shut them down. Exact exploits aside, the problem is largely an RP one, that some players are so set on "winning" at D&D they lose sight of what the game is supposed to be about. They refuse to play a person of the age and world, and instead want the admixture, someone who knows how to saddle and ride a horse, knows the customs well enough to get along, knows the gods and the greater powers, knows magic and has trade skills, yet also knows about machine guns, nuclear weapons, computers and automobiles. In short, in trying to "win" D&D, they've successfully researched one of the very few ways to lose. [/QUOTE]
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