Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/18/84; site ucla-cs.ARPA Path: utzoo!watmath!clyde!cbosgd!ihnp4!mhuxn!mhuxr!ulysses!allegra!bellcore!decvax!ittvax!dcdwest!sdcsvax!sdcrdcf!trwrb!trwrba!cepu!ucla-cs!mccolm From: mccolm@ucla-cs.UUCP Newsgroups: net.games.frp Subject: Re: Physics in AD&D (Enlarging) Message-ID: <5457@ucla-cs.ARPA> Date: Thu, 16-May-85 13:09:37 EDT Article-I.D.: ucla-cs.5457 Posted: Thu May 16 13:09:37 1985 Date-Received: Wed, 22-May-85 07:49:39 EDT References: <401@ttidcc.UUCP> <276@wuphys.UUCP> Reply-To: mccolm@ucla-cs.UUCP (Eric McColm) Organization: UCLA Computer Science Department Lines: 58 In article <276@wuphys.UUCP> mike@wuphys.UUCP (Mike Jones) writes: >> The unshrunk ballista bolts have regained their full size and mass (never >> mind where it was) but only have the kinetic energy of an ordinary crossbow >> bolt. They should fall out of the air before they get to the beholder. >> >> The above, of course, assumes conservation of mass and energy. The real >> question is: are these and other physical properties conserved in a world >> where magic works? >> >> The Polymath (aka: Jerry Hollombe) > >First: Kinetic energy is not conserved in the "real" world. Why should it be > in D&D? > ..... >Third: Magic need not follow the normal laws of physics. It must be inter- > nally self consistent. It is therefore much easier if it follows the > (self consistant) normal physical laws.... > >Mike Jones If you want to try applying some sort of physics to the Enlarge spell, (and to other shapechanging spells), you have four choices, as I see it: 1) Conserve Velocity across shape- and size-changes. This is clearly what was intended in the AD&D joke books. But this has a *real* serious problem: let's suppose I shoot an arrow at someone, and then double all it's linear dimensions while in flight. The 8 times more massive arrow does an average of 3.5*8=28hp, enough to drop a 6HD monster. Not bad. 2) Conserve Momentum across shape- and size-changes. This is even worse, because now the small rock that I throw and reduce by 70% will be travelling at near 200mph when it hits the target. And polymorphing a charging dragon into a kobold can be humorous when the "kobold" digs into the side of a nearby hill at at least mach 1. Remember to duck. 3) Conserve Kinetic Energy across shape- and size-changes. This is appealing to me because kinetic energy is what causes damage in the absense of sharp objects. So the 2kg brick thrown at 10m/s has a K of 10J. The .5kg hardball resulting from reducing the brick will be travelling at 20m/s, and the 20kg block resulting from *enlarging* the brick will travel at 3.1m/s, and all will have a K of 10J, and all will do 1D3 damage. But if an object is thrown *over* someone and Enlarged, it could fall out of the air onto the poor slob, doing damage based on how far it fell. Fortunately, it takes a Victorian physicist (at least) to hit the target. 4) Don't conserve any of the above, and make up something for yourself. A ref. in one campaign claimed that Enlarge made things "puffy" (mass was conserved). This applied to inanimate things only, but it avoided many problems. But that didn't mean I had to like it. My character was a magician. --fini-- Eric McColm UCLA (oo' - kluh) Funny Farm for the Criminally Harmless UUCP: ...!{trwspp,cepu,sdcrdcf,ihnp4,ucbvax}!ucla-cs!mccolm ARPA: (still) mccolm@UCLA-CS.ARPA (someday) mccolm@LOCUS.UCLA.EDU Q1: "The world is round. The rest is up to us." Q2: "Reason is Peace, Fanaticism is Slavery; Tolerance is Strength."