Of course as games like DnD are also a social affair, it's worth making sure everyone is having fun with something like this, otherwise what's the point?
I never could get into DnD because of the roleplaying. To me games are a set of rules which I view as a puzzle.
D&D may not be for you, but I bet there's a RPG out there that is!
I don't know why people bother to play a game with rules when they don't actually want to engage with the rules ever
There are definitely groups of players where there is an overemphasis on rules and combat.
To each their own.
Why even buy the book if you aren't going to play by the rules in the book? I have never understood this
And I think you're probably right.
D&D is barely the right fit for the kind of game I like to play. But D&D is wildly popular, and it's much easier to find people who'll play D&D with a heavy emphasis on roleplay, than it is to find people who'll play Heart, or Wildsea, or things that are even further way from the "roll-play" aspect.
For what it's worth, we still engage in combat, we use our various abilities outside of combat, etc. Most of the rules are about combat. Even the magic section is framed around using magic in actions. But exploration, etc., is still a part of the game; it's just that those rules are jotted down on like 5 pages out of the 200.
Yes, to my dismay.
I like classic D&D, dungeon crawling and what people so derisively call "rollplaying". I find amateur theater improv quite tedious and uninteresting
I haven't been able to find other players like me at all for ages. Everyone I meet "Just got into the game because of Critical Role"
I feel quite strongly that my lifelong hobby has been warped away from me. I try hard not to be resentful but it sucks I can't find groups to play with that want the same kind of game I do
A number of the responses here say things like this, and I'm picking this one somewhat arbitrarily to call out that "people" isn't the only dividing line - some people very much favor different sides of it at different times, in different moods, in different contexts, to varying degrees.
The problem is this isn't actually true. They certainly think of a lot of things, but it's still only a finite, predetermined set. All the clever tricks are common knowledge now. Anybody can read the Wiki and learn how to win without much difficulty. Nethack becomes boring once you understand how it works. If you want to play it but haven't yet done so I recommend avoiding spoilers as much as possible (the cockatrice thing is so well known that I don't think there's any real problem sharing that one; the game was designed around less extensive pre-Wiki-era sharing of knowledge, not zero sharing).
Real D&D doesn't have this problem. A human DM can adjudicate improvisation without needing to program it in advance, and do this while maintaining consistency in a way that LLMs still fail at. Well-run tabletop RPGs are still the best games available for allowing player creativity.
> At the start of combat, the chain of events is initiated and that wooden rod is carried two miles in 6 seconds which means it had to accelerate to the speed of 1900 miles per hour. This is due in part that a medium creature (which human peasants categorize as) takes up a one-by-one 5 foot square. Multiply that space times 2,280, and you easily get a line that spans two miles.
As far as why two miles, specifically? I don't know. Wizards can cast Meteor Swarm out from a range of one mile, so maybe there's something that can counter-act this nonsense from a range of 1.9?
I don't know what the D&D5 rules are on relativistic time dilation, I guess these would perhaps need to be invoked.
- if the rod travels across 7 light seconds in a round, the only way to avoid breaking relativity is if the 6 seconds the round takes are measured in the frame of reference of the rod
- that would mean that from the frame of reference of the rest of the people/monsters/edgy antiheroes/misunderstood blob creatures, the rod’s “turn” took 7 seconds.
All characters in the D&D universe are accustomed to a reality where each round takes 6 seconds, and everyone - in synchrony - is able to perform an integer number of tasks that fit within that timespan. Rounds begin and end simultaneously for everyone involved in combat. How disturbing would it be for such beings to see those laws broken?
In the case of the Peasant Railgun, here are a few threads that I would pull on: * The rules do not say that passed items retain their velocity when passed from creature to creature. The object would have the same velocity on the final "pass" as it did on the first one. * Throwing or firing a projectile does not count as it "falling". If an archer fires an arrow 100ft, the arrow does not gain 100ft of "falling damage".
Of course, if a DM does want to encourage and enable zany shenanigans then all the power to them!
(Except sometimes maybe as a NPC)
Since this wooden rod travels several miles in a 6 second time frame - traveling more than 500M/s on average - don't we have to assume it accumulates?
Falling damage is the mechanism that makes the most sense to shoehorn in there. Using an improvised weapon on a rod already traveling more than 500M/s seems even more clumsy, as well as calculating the damage more wibbly-wobbly.
There's also the rule of cool. If it makes the story better/ more enjoyable: have at it.
(Actually, it looks like it's Sage Advice, technically?)
If we assume it does accumulate, then we also have to assume peasant #2000 couldn't possibly pass it successfully.
1. D&D mechanics, like all games, are a simplification of the real world using primitives like "firing a bow" and "passing an item" and "downing a potion"
2. The real world is fractaly deep and uses primitives like "plank length" and "quark spin"
3. Therefore there will always be places where the real world and the simplification don't line up. Finding those gaps might be a fun meme, but it's not an exploit. We play with the simplification's primitives, not the real-world physics'.
I'm going to be that guy - because I love being that guy, and I won't apologize for it - and point out that we're not even sure if those are primitives!
1. The "combat simulator" built into the rules. I run this according to the spirit of the rules, so that players' investments in classes and feats pays off as expected. Otherwise my players feel cheated.
2. The simulation of the world. This is important because it makes the world feel real and believable (and because as DM, I get many of my plot ideas by "simulating" consequences).
3. The story. The campaign should ideally tell a story. Sometimes this means involving what I think of as "the Rule of Cool (But It's Only Cool the First Time)."
The "peasant railgun", unfortunately, fails all three tests. It isn't really part of the intended combat rules. It doesn't make sense when simulating the world. And it probably doesn't fit into the campaign's narrative because it's too weird.
On the other hand, if a player proposes something really cool that fits into the logic of the world, and that also fits into the story, then I'll look for ways to make it happen.
Let's say the PCs find 200 peasant archers, and set them up on a high hill, and have them all rain down arrows on a single target. That seems like it ought to work, plus it's a great story about bringing the villagers together to save the day. So in this case, I'll happily handwave a bunch of rules, and declare "rain of arrows" to be a stupidly powerful AoE.
But different tables like different things, so this isn't one-size-fits-all advice!
And that's... not D&D? I mean players could certainly attempt to have several people pass an object quickly with the Ready action, under RAW. But what happens next isn't "the rod speeds up to such and such a speed", it's "the DM decides whether the peasants need to roll a dexterity check" and so forth.
And to me as a DM, that's why I find articles like TFA annoying. Not because it's confused about fall damage (though it is!), but because it's confused about who decides whether to apply fall damage!
Some people are there because their life is not their own, and they want to live freely in the game; some people are there because their life is an exercise in control, and they want to play with the win conditions.
Every table and game is unique. It’s a microcosm of society that is simultaneously everything to anyone and yet no one thing to everyone. It’s a way to directly engage with the Other via metaphor and indirection.
This is D&D.
That’s what separates good games and groups from each other: the collective suspension of disbelief as a shared goal. When everyone is in it for themselves, it rapidly devolves into Mary Sue wish fulfillment and power gaming, and as another deleted commenter mentioned, Calvinball. When everyone is in it together, it builds on itself and each other, and you get something like Dragonlance.
https://en.wikipedia.org/wiki/Dragonlance
> Dragonlance is a shared universe created by the American fantasy writers Laura and Tracy Hickman, and expanded by Tracy Hickman and Margaret Weis under the direction of TSR, Inc. into a series of fantasy novels. The Hickmans conceived Dragonlance while driving in their car on the way to TSR for a job interview. Tracy Hickman met his future writing partner Margaret Weis at TSR, and they gathered a group of associates to play the Dungeons & Dragons role-playing game. The adventures during that game inspired a series of gaming modules, a series of novels, licensed products such as board games, and lead miniature figures.
If you're like noelwelsh or me, and prefer to lean into the storytelling and roleplaying, there are significantly better options than Pathfinder.
(And better than D&D of course, but everyone knows how to play D&D. :/)
> [If you] prefer to lean into the storytelling and roleplaying, there are significantly better options than Pathfinder.
That's true in the sense that Pathfinder has far less support for the more modern style narrative-first play and most of its rules focus on tactics. I dislike the premise that story and tactics are opposing goals, though; in my view they're two separate goals a game may or may not have. Pathfinder 2e has both, though its story-support is very traditional. If you enjoy in-depth stories with lots of intrigue &c, Pathfinder can totally deliver, and it also features significant amounts of tactical combat. If you're just not into the combat, then there are totally far better games. If you like the modern narrative-first game approach to story, then it's also not the best. But I absolutely like storytelling and roleplaying, and I enjoy Pf2e quite a lot.
That's how I feel about D&D - but only in the hands of a decently skilled DM. I think other games provide a lot more tools & framework for the storytelling aspect.
And I like the combat; Pathfinder just has a lot more ... work involved than D&D. It could be, though, that I'm just more familiar with D&D, and if I played as much PF2E as I do 5E, I would find it totally easy and intuitive, too.
But really, system does not simulate such for other parts of combat. Like say tabaxi monk with haste bodying someone.
Really, the problem is the very selective application of real-world physics and game physics and then trying to very selectively obtain a particular outcome. If we want to play real-world physics, well, we all know the reasons why this isn't going to work in the real world. If you want to play D&D physics, then yeah, sure, the rod arrives at the other end of the line in one turn but with no more or less velocity than it started with, because "velocity" isn't even a concept in D&D. There is only "damage" in the D&D world, and there are no rules that state that handing off an item to the next person changes its "damage" any. Railgun a Greatsword from one end of the line to the other and a Greatsword still does 2d6 damage.
It does successfully demonstrate that the D&D rule set is a just a complete and utter failure as a Grand Unified Field Theory of Physics. I join the rest of the nerd world in shock and dismay at this outcome and encourage them to try harder next edition. If they'd just listen to my feedback and import the Standard Model this would all go away.
There's plenty of other ways to munchkin the rules to obtain absurd damage even completely within the ruleset. Fortunately. Or unfortunately. The reader may decide for themselves.
When a character falls, he suffers 1d6 points of damage for every 10 feet fallen, to a maximum of 20d6 (which for game purposes can be considered terminal velocity). This method is simple and it provides all the realism necessary in the game, It is not a scientific calculation of the rate of acceleration, exact terminal velocity, mass, impact energy, etc., of the falling body.
So accelerating the object (increasing its damage) up to some arbitrary cap sounds reasonable. Perhaps limited to twenty times.
You might as well ask how a character turns into stone when looking at a gorgon
You're right though that it's just a mishmash of inapplicable rules (it's not a falling object) and mixing real and game world physics only to the players advantage (peasants are able to pass it any distance in 6 seconds but you turn on real world physics when it comes time to apply damage). That's why my general rule is we're either working all in one world or all in the other when trying to figure out what happens in weird situations.
Is it possible under the letter of the rules? Technically yes. Is it in the spirit of the rules? Not really, no! And that grey area is where negotiations can happen, and erode one side in favor of the other.
Actually no, because there are no rules for accurately simulating real physics. Strictly by the rules, the last person in the chain of the peasant railgun simply throws it at the enemy for exactly the damage number that it would do under any other circumstances
If they want to spend 3hrs making increasingly hard rolls as the pole speeds up, more power to 'em.
For one thing, most of the peasants would die. The few remaining would be so horrified that they'd probably attempt to bring down whatever authority figures exist on to the player characters, unless of course the PCs killed them in cold blood. There are consequences for _that_ too.
For another, whatever they used it against - if it survived somehow - would remember that tactic, and might use it against them.
And as usual, the use of overwhelming force (regardless of source) is something that people talk about. Any observers would report what they saw, and that information would spread. Further consequences there, both to the party's reputation and to the number of enemies that have greater resources than the party.
They immediately wanted to make a hot air balloon to drop the druid onto groups of monsters in his largest shape.
As long as there is an earth-shattering kaboom, I don't see the problem.
That said, if I ever introduced this idea in a game, he would probably introduce me to a tarrasque (for non-DnD people: the tarrasque is pretty damn near invincible and a railgun would probably just piss it off).
[0] This is just an object being passed between creatures not a falling object so the Falling Object rules are irrelevant.
A flail is basically a stick with a pointy ball chained to one end. It does one attack per turn.
A dual flail attacks twice (it has two balls).
Now replace each ball by an octopus. And each octopi is holding a cat on each of its 8 tentacles. So when you attack, the cephalopods attack, and that means that 16 angry felines attack. I think at the time they came up with this animals had some sort of guaranteed damage exception in some cases (perhaps in a previous DND version?).
Anyway it was completely OP.
Like the inspiring concept, I think part of the joy of DnD is that it's often an invitation to discussions about irrelevant minutae. Provided the rules-lawyering doesn't take up all the oxygen in the room, it's a fun diversion.
It generally devolves into an argument about whether or not human lungs count as an open container, but it always happens.
It's a human consciousness constant. It's amazing.
Unfortunately there was a flood shortly after and our goat army was lost
Main character is a self-aware munchkin mage transported to the HP world and DnD rules apply to him only.
Unfortunately the story is unfinished on the most interesting point, but the finished amount chapters is more than enough :)
Anyway, the KotDT players would in several comic make use of the mob rules, hire a ton of beggars, and just "mob" the bosses, as those abstracted, simplified rules for mob fights allowing the otherwise useless peasants to fight a boss monster for relatively little money. Same concept as TFA ;)
[0]: https://kenzerco.com/wp-content/uploads/2021/09/Knights-Of-T...
Well I haven't kept up with D&D at all since sometime around 3e (maybe?), but I'm glad to hear that falling object rules are still broken as hell
You used to be able to use relatively low level spells that summon e.g. rocks or whatever, up in the air, and have them fall on someone's head for way imbalanced amounts of damage. I don't remember it being 300d6, but still a lot.
Can I cast invisibility or cloak? Can I use levitation? And roughly how large rock can I create with a create element earth spell?
Alright, so my character's name is Northrop, and let's bomb some cities.
DnD rules are not useful for things like that.
eszed•6h ago
moffkalast•6h ago