[HN Gopher] Peasant Railgun
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       Peasant Railgun
        
       Author : cainxinth
       Score  : 162 points
       Date   : 2025-07-03 14:05 UTC (8 hours ago)
        
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 (TXT) w3m dump (knightsdigest.com)
        
       | eszed wrote:
       | Oops! Your site is hugged to death at present.
        
         | moffkalast wrote:
         | Hit by another kind of peasant railgun, in a manner of
         | speaking.
        
       | ourmandave wrote:
       | I hadn't heard of this until it was called out in a paragraph in
       | the new DND 2024 rules explaining that the game is an abstraction
       | and not a physics textbook.
        
         | nkrisc wrote:
         | I think games this are most fun when you play within the bounds
         | of the rules (as written) and not consider them reality
         | simulators (...magic...). Then you can approach the rules as
         | merely constraints in which to optimize solutions to problems.
         | 
         | 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.
        
           | pavel_lishin wrote:
           | For what it's worth, there are plenty of tables that focus a
           | lot less on plot & roleplaying, and more on the combat &
           | puzzle aspect. There are even whole RPGs that are effectively
           | dungeon crawls, where your characters don't need much of a
           | personality, and are often explicitly disposable.
           | 
           | D&D may not be for you, but I bet there's a RPG out there
           | that is!
        
             | bluefirebrand wrote:
             | I personally haven't found much luck with finding tables
             | that focus less on plot and roleplaying. Ever since
             | Critical Role became very popular, the hobby has skewed
             | heavily towards Roleplay and it's really disappointing
             | 
             | 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
        
               | antisthenes wrote:
               | > 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.
        
               | bluefirebrand wrote:
               | An overemphasis on playing the game using the rules in
               | the book?
               | 
               | Why even buy the book if you aren't going to play by the
               | rules in the book? I have never understood this
        
               | pavel_lishin wrote:
               | I'm heavy into roleplay, and that's how I prefer to play
               | D&D.
               | 
               | 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.
        
               | bluefirebrand wrote:
               | > 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,
               | 
               | 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
        
               | YeGoblynQueenne wrote:
               | You should play Nethack. Not a TTRPG though.
        
               | grey413 wrote:
               | Finding local players is always an issue, but there's
               | tons of folks who prefer the more classic style of D&D.
               | Take a look into Dungeon Crawl Classic and OSR takes on
               | D&D like the Black Hack. Those tend to put dungeon
               | crawling front and center. Finding a group usually
               | involves trawling OSR discords or GMing your own local
               | playgroup, but sometimes you can luck out at your local
               | game store.
        
             | tagami wrote:
             | Check out simple combat games by Steve Jackson Games
             | (melee, wizard) circa 1977. No RP required
        
             | ourmandave wrote:
             | That was us way back in the day. The same dungeon map over
             | and over with nothing but random encounters. I forget how
             | long it took before someone finally lived to make 2nd
             | level.
        
               | aidenn0 wrote:
               | The first dungeon from the red-book DM guide was
               | merciless for parties of less than 6ish. Before you even
               | got into the dungeon, there was a carrion crawler that
               | got a guaranteed surprise round with 6 attacks with
               | paralysis on each attack. The only time it didn't TPK a
               | new group I ran it with was when the thief ran back to
               | town.
        
           | throwawayoldie wrote:
           | Which is a perfectly fine way to play if everyone at the
           | table is having a good time. I think of RPGs as the lovechild
           | of wargames and improv theater: some people favor one parent,
           | and some the other.
        
             | dllthomas wrote:
             | > some people favor one parent, and some the other
             | 
             | 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.
        
           | spacemadness wrote:
           | DnD 5e seems like it's already on the generic rules side of
           | things and gives DMs a lot of room for interpretation. That's
           | why the railgun seems silly. "I guess that'd be a persuasion
           | or performance check, your pick", etc.
        
           | wheybags wrote:
           | I don't really understand this - to me, DnD without rp is
           | just a bad facsimile of a video game. Wouldn't you rather
           | just play skyrim? Or Baldur's gate in coop mode, if you still
           | want to be social?
        
             | mrob wrote:
             | The only video game I can think of that seriously tries to
             | replicate the experience of playing old-school D&D is
             | Nethack and its forks. Nethack goes to great lengths to
             | allow for player creativity, even at the cost of game
             | balance. E.g. there are monsters (cockatrices) that petrify
             | on touch. If you kill one, it's possible to pick it up
             | (wearing gloves) and instantly petrify other enemies by
             | hitting them with the corpse. This isn't without risk, e.g.
             | if you fall into a pit trap while attempting this you'll
             | end up petrifying yourself, and enemies can do the same to
             | you if they're capable of wielding weapons and are wearing
             | gloves. There's a simulationist approach to its design that
             | goes beyond other games. There's a community saying: "the
             | dev team thinks of everything."
             | 
             | 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.
        
         | pavel_lishin wrote:
         | I've definitely had to raise the fact that D&D is not Real Life
         | Simulator at games, both as a DM and a player, when people have
         | argued either that "the rules technically allow this", and
         | "well, in real life, it would work like this." (Sometimes as
         | part of the same argument!)
        
       | jks wrote:
       | Why the number 2,280? What keeps you from adding peasants until
       | your projectile travels at 0.99c?
        
         | pavel_lishin wrote:
         | I'm guessing to get a nice, round number of two miles:
         | 
         | > _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?
        
         | rich_sasha wrote:
         | It's worse, if I follow the logic, the projectile will travel
         | _any_ distance in 6s, so long as you have enough peasants.
         | 
         | I don't know what the D&D5 rules are on relativistic time
         | dilation, I guess these would perhaps need to be invoked.
        
           | pavel_lishin wrote:
           | Given how grid-based combat works, I'm not even sure that D&D
           | exists in a Euclidean-adjacent space time.
        
             | dsr_ wrote:
             | Nothing in any of the D&D universes suggests that it
             | follows the same physical laws as ours, and many, many
             | things say otherwise.
        
             | aidenn0 wrote:
             | I demand at least a semblance of pythagorean distances for
             | this reason; (N+M/2 is close enough for the distances
             | involved in combat). The 5e default of diagonal moves being
             | equal to grid-aligned moves is significantly more painful
             | to my brain than dividing by two is.
        
           | water-data-dude wrote:
           | Yeah, the whole thing gets messy in an interesting way.
           | 
           | - 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?
        
       | disillusionist wrote:
       | I personally adore the Peasant Railgun and other such silly
       | tropes generated by player creativity! Lateral problem solving
       | can be one of the most fun parts of the DnD experience. However,
       | these shenanigans often rely on overly convoluted or twisted ways
       | of interpreting the rules that often don't pass muster of RAW
       | (Rules As Written) and certainly not RAI (Rules As Intended) --
       | despite vociferous arguments by motivated players. Any DM who
       | carefully scrutinizes these claims can usually find the seams
       | where the joke unravels. The DnD authors also support DMs here
       | when they say that DnD rules should _not_ be interpreted as
       | purely from a simulationist standpoint (whether physics, economy,
       | or other) but exist to help the DM orchestrate and arbitrate
       | combat and interactions.
       | 
       | 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!
        
         | hooverd wrote:
         | Did you use ChatGPT/an LLM for this comment or do you just
         | write Like That?
        
           | bluefirebrand wrote:
           | LLMs had to learn from somewhere, a lot of internet comments
           | write Like That
        
             | hooverd wrote:
             | It's very jarring when you see it nowadays, and rather
             | unfortunate for people who have that style of writing.
        
             | lukan wrote:
             | But maybe less and less will, if all it gets them nowdays
             | are accusations of using/being an LLM.
        
               | Macha wrote:
               | I've often written lists of bullet points with bolded
               | headings and nowadays every time I do I feel I have to
               | say that it's not written by chatgpt
        
               | formerphotoj wrote:
               | And, "I'm not a cat."
               | 
               | (Except sometimes maybe as a NPC)
        
           | max_on_hn wrote:
           | ChatGPT was sticky for me very early because its writing
           | style reminded me of my own -\\_(tsu)_/-
        
           | otikik wrote:
           | It does read very chatgpt-y
        
           | disillusionist wrote:
           | I just Write Like That. It always takes me longer to write
           | things than intended because I tend to overthink things, too.
           | :/
        
             | hooverd wrote:
             | It was a good comment!
        
             | zahlman wrote:
             | For what it's worth: having seen that someone else
             | suspected ChatGPT usage, and reading it again, I can
             | understand what sorts of heuristics it might have tripped.
             | But on overall intuition, I didn't get that impression on a
             | first read.
        
           | y-curious wrote:
           | Welcome to the erosion of trust we are seeing live. Soon we
           | won't trust anything outside of a speaker we can touch
           | physically.
        
         | moconnor wrote:
         | This; applying the falling object rule makes no sense. But we
         | can compare it to a falling object that has attained the same
         | velocity - this will have fallen (under Earth gravity) 48k
         | feet, or the equivalent of 800d6 damage.
        
           | standeven wrote:
           | If you're using the falling object rule then cap it at an
           | appropriate terminal velocity, maybe 200 km/h.
        
         | altruios wrote:
         | > 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.
         | 
         | 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.
        
           | disillusionist wrote:
           | If we were trying to create a real-time simulation system,
           | then YES you are totally correct. However, many table-top
           | RPGs rules only make sense in the context of adjudicating
           | atomic actions (such as one creature passing an item to
           | another) rather than multi-part or longer running activities.
           | Readied actions are already a bug-a-boo that break down when
           | pushed to extremes. While not listed in the rules, it might
           | make sense for a DM to limit the distance or number of hand-
           | offs that the "rail" can travel in a single round to
           | something "reasonable" based on their own fiat.
        
             | altruios wrote:
             | Agreed. Chaining readied actions is the real issue here.
             | Maybe the mechanical fix is - as you say - a limit on that.
             | I would simply say that a readied action can not be in
             | response to a action that has itself been readied.
        
               | dragonwriter wrote:
               | I think the more simple and complete solution is to limit
               | multiple characters interactions with one object similar
               | to the way the rules limit one character interacting with
               | multiple objects. Note that even without readied actions,
               | an infinite number of characters could still pass an
               | object in the space of a round, each passing it on their
               | turn, so long as they were arranged in space in
               | initiative order, so limiting readied actions both
               | doesn't solve this (and allowing readied actions to be a
               | bypass to others readied actions opens up as much space
               | for exploitation as it closes.)
        
           | plorkyeran wrote:
           | The problem with this interpretation is that it relies on
           | hyper-literal RAW when it's convenient and physics when it's
           | convenient. If you apply the rules of physics to the wooden
           | rod, then the answer is simple: the peasant railgun cannot
           | make the rod travel several miles in 6 seconds. If you apply
           | D&D RAW, the rod can travel infinitely far, but does not have
           | momentum and doesn't do anything when it reaches its
           | destination. You only get the silly result when you apply RAW
           | to one part of it and ignore it for another part.
        
             | pavel_lishin wrote:
             | Yep. And if we apply hyper-literal RAW rules, then gravity
             | also doesn't _accelerate_ items, it simply sets their
             | velocity to some arbitrary degree. None of the falling
             | rules I 've seen have ever mentioned acceleration, only
             | fall speed.
             | 
             | (Actually, it looks like it's Sage Advice, technically?)
        
           | patmcc wrote:
           | >>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?
           | 
           | If we assume it does accumulate, then we also have to assume
           | peasant #2000 couldn't possibly pass it successfully.
        
         | fishtoaster wrote:
         | My take has always been:
         | 
         | 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'.
        
           | pavel_lishin wrote:
           | > _primitives like "plank length" and "quark spin"_
           | 
           | 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!
        
             | fishtoaster wrote:
             | Haha, yeah, I, I was considering putting some disclaimers
             | around those. "What actually _are_ the true, base-level
             | primitives of physics? " has been an ongoing project for
             | centuries. :)
        
           | ekidd wrote:
           | My approach is that there is a tension between three things:
           | 
           | 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!
        
         | fenomas wrote:
         | The underlying issue with TFA is that it's a player describing
         | a thing they want to attempt - and then _also_ describing
         | whether the attempt succeeds, and what the precise result is.
         | 
         | 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!
        
           | aspenmayer wrote:
           | > And that's... not D&D?
           | 
           | 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.
           | 
           | https://www.youtube.com/watch?v=zng5kRle4FA
        
             | pavel_lishin wrote:
             | It's actually a well-known (at least in my blog circles)
             | problem with D&D. _Everyone_ house-rules things to such an
             | extent that the only thing that most tables have in common
             | is how leveling up works, and which spells they use.
        
               | aspenmayer wrote:
               | Rules lawyering as a concept wasn't invented at a D&D
               | table, but the creation of the phrase almost certainly
               | involved sitting at one.
               | 
               | 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.
        
       | pavel_lishin wrote:
       | A note to my fellow DMs: if your players badger you into allowing
       | this, remember that their enemies - typically BBEGs like Kings,
       | Dukes, Wizards, Liches & the like - are _much_ more likely to
       | have two thousand peasants at their disposal than the party is.
        
         | joseda-hg wrote:
         | BBEG: "I have to give this one to you heroes, I thought
         | peasants were a lot less useful than you did apparently, time
         | to make use of those conquered villages I guess"
        
           | pavel_lishin wrote:
           | "Looks like I'm going to have to conquer a lot more villages.
           | Say, come to think of it, is there any reason the peasants
           | have to be alive to fire the railgun? I don't have to feed
           | zombies..."
        
         | wizzwizz4 wrote:
         | And if the players seek out the right artefacts of power (or
         | bribe a level 17 wizard), they may be able to Wish away the
         | loophole, bringing their nigh-indestructible enemy back down to
         | mortal (unmortal?) levels.
        
       | noelwelsh wrote:
       | I think of a spectrum of RPG participants. At one end you have
       | the mini-maxers, who want to squeeze every advantage possible out
       | of the rules, and at the other end you have the story tellers,
       | for whom the rules are a just framework to hang a story on. I've
       | always been at the story teller end and while I appreciate the
       | ingenuity in the peasant railgun I'm not very interested in
       | playing a game where it features. If I'm going for slapstick I'd
       | rather have a setting that explicitly encourages and handles it
       | (e.g. Paranoia). OTOH, navigating different player desires is one
       | of the big challenges of RPGs, and if people at the table really
       | want to play a certain I think it has be allowed to an extent.
        
         | foota wrote:
         | I'd argue in some ways it's a triangle, with RAW vs RAI being
         | the third point. Someone can minmax either under RAW/taken to
         | the extreme, or under RAI or they can do silly things under RAI
         | or RAW/home brewed.
        
         | ourmandave wrote:
         | That's what session 0 is for.
        
         | spacemadness wrote:
         | Not exactly tabletop, but this is the issue I have with every
         | Pathfinder build I see for Wrath of the Righteous. Everyone
         | dips into these nonsensical combinations to get a better armor
         | rating, etc. So then you get a Paladin that decided to become a
         | witch for part of the campaign for "reasons". You can roleplay
         | something, sure, but it's rather forced by the numbers.
        
           | Semaphor wrote:
           | It's because those online guides are only relevant for people
           | playing on unfair, yet those guides never/rarely mention
           | that. Even on core I can do pure RP builds (with TB combat at
           | least), all that minmaxing is only really important for the
           | "I'd rather play a puzzle" difficulty.
        
           | pavel_lishin wrote:
           | I've only played a little bit of Pathfinder 2e, but it seems
           | like a game explicitly aimed at min-maxers. There are so many
           | various conditions, so many ways things interact, so many
           | ways to build a character _badly_ that you basically have to
           | be a munchkin to build something playable.
           | 
           | 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. :/)
        
             | uv-depression wrote:
             | That's very funny, because I think it's the opposite.
             | There's a ton of interactions, but those (in my view) are
             | to encourage group tactics. Individual characters can
             | definitely be built wrong, but so long as you have at least
             | a +3 in your class's key attribute the difference in power
             | between a vibes-based player and a hyperoptimizer isn't all
             | that large. Feats in Pf2e mainly add versatility instead of
             | power. Lots of first edition players hate it for that
             | reason (first edition seems to be the hyperoptimizer's
             | dream game).
             | 
             | > [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.
        
               | pavel_lishin wrote:
               | > _If you enjoy in-depth stories with lots of intrigue
               | &c, Pathfinder can totally deliver_
               | 
               | 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.
        
               | starkparker wrote:
               | > 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.
               | 
               | It's very much about familiarity. I've played quite a lot
               | of both (and D&D 3.5 and PF1 before them).
               | 
               | It's not wrong that PF2E has a harder and more demanding
               | focus on mechanics and tactics, especially teamwork,
               | which is for both better and worse. D&D5E doesn't just
               | allow for the DM to define more outcomes through
               | narrative-focused hand-waving, it _requires_ it by
               | lacking rules or guidance and having imbalanced
               | granularity in some rules or builds over others. PF2E is
               | more demanding in both design and practice, but in
               | exchange provides more tools out of the box that a GM
               | doesn't need to invent on the fly when players invest
               | time and effort into tactical cooperative play. 5E has
               | the shallower difficulty curve, but experienced 5E
               | players who get past 2E's steeper curve find it has a
               | higher ceiling... _if_ combat is a heavy focus.
               | 
               | I had a rather contentious argument last year with a
               | fellow freelance designer when I tried to suggest that
               | PF2E is a roleplaying game. There's a significant cohort
               | of PF2E players who play it almost exclusively for its
               | combat. To me, that was telling in ways that I think the
               | combat advocate didn't intend. Part of the allergy to
               | D&D4E that players of D&D3E and earlier had when it came
               | out was its narrowing of focus to combat. PF2E is
               | likewise (and borderline ironically) a response to
               | D&D5E's reduced focus on combat balance.
               | 
               | To put it more generally, adept improvisational DMs with
               | players who don't care as much about combat balance or
               | fidelity are better served by D&D5E (or a wide array of
               | TTRPGs with even less focus on simulation in tactical
               | combat over giving players difficult choices, like
               | Powered by the Apocalypse games, Mork Borg and its OSR-
               | adjacent or -derived family of short-lived character
               | gantlets, or narrative playgrounds like Bastionland).
               | 
               | GMs who struggle to create fair mechanics for unusual
               | circumstances mid-game and players who demand greater
               | balance and fidelity in combat are better served by PF2E
               | (or a smaller but still robust field of TTRPGs with more
               | streamlined _or_ more extensive mechanics with similar
               | goals, like 13th Age, the Warhammer family of games, or
               | even D&D4E.)
        
       | Ekaros wrote:
       | My ruling on this would be that there is no acceleration. Last
       | peasant just drops it on ground. Thus making it pointless setup.
       | That seems most consistent way to me.
        
         | JoeAltmaier wrote:
         | Yet the rod traverses a mile in 6 seconds. How can that be?
         | Without acceleration.
        
           | Ekaros wrote:
           | And who says the acceleration must be constant? It might be
           | that it reaches maximum speed at middle and then drops to
           | zero at end?
           | 
           | But really, system does not simulate such for other parts of
           | combat. Like say tabaxi monk with haste bodying someone.
        
           | jerf wrote:
           | I would also rule that in the D&D world there is effectively
           | is no such thing as velocity or acceleration. Note that
           | weapons do not do damage because of their weight or velocity;
           | they simply... do it. Your Greatsword does 2d6 damage,
           | because in their world, that's just what it does. Weapons may
           | have "heavy" and "light" categories but those interact with
           | other rules and are not the cause of damage. Velocity doesn't
           | exist in the sense we think of it. A vague analog does, but
           | it's really quite vague.
           | 
           | 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.
        
             | card_zero wrote:
             | The article cites the falling object rules, which I think
             | do mention velocity. This is from the 2nd edition DM guide:
             | 
             |  _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.
        
           | bluefirebrand wrote:
           | Game mechanics that don't actually simulate physics
           | 
           | You might as well ask how a character turns into stone when
           | looking at a gorgon
        
           | jayd16 wrote:
           | Magic. The end.
        
           | rtkwe wrote:
           | The average velocity is that but that's not the true velocity
           | of the rod. As it's passed from person to person it has to
           | briefly stop then the person swings it to the next person in
           | line. Through the Power of Almighty RAW this happens as fast
           | as is required for it to take place in one round but the
           | peasant can only move it that fast to pass it. When thrown
           | the strength abandons them and it's just a peasant throwing a
           | pole; d20+Dex to hit 1d4 on hit 20/60 range(improvised weapon
           | rule).
        
           | naniwaduni wrote:
           | You're already relying on the rules' inconsistency with
           | Outside physics; commit to the bit.
        
           | mrguyorama wrote:
           | Conservation of mass, energy, momentum, etc does not exist in
           | D&D.
        
         | rtkwe wrote:
         | No no no the last peasant gets to make an Improvised Weapon
         | attack at least! d20 + Dex to hit and 1d4 on hit. Thrown it has
         | a normal range of 20 feet and a long range of 60 feet.
         | 
         | 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.
        
         | fenomas wrote:
         | If one is actually taking this seriously, the simplest ruling
         | would be that peasants need to pass a dex check to handle an
         | object moving at such high speeds.
        
       | stego-tech wrote:
       | This is an excellent example of the difference between the
       | _letter_ of the rules /law, and the _spirit_ of the rules /law.
       | 
       | 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.
        
         | rtkwe wrote:
         | Nope, it's not a falling object so those rules don't apply,
         | each step is just a peasant with a pole passing it from person
         | to person. d20 + Dex to hit and 1d4 improvised weapon damage on
         | a hit as thrown by the last peasant.
        
         | bluefirebrand wrote:
         | > Is it possible under the letter of the rules? Technically yes
         | 
         | 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
        
       | Nevermark wrote:
       | You don't even need a ladder/rod. Just one more unlucky peasant!
        
       | generalizations wrote:
       | If I were the DM, I'd allow it.....but the players have to roll
       | for each commoner sequentially to see if they can do their part.
       | And the rolls get harder.
       | 
       | If they want to spend 3hrs making increasingly hard rolls as the
       | pole speeds up, more power to 'em.
        
         | mey wrote:
         | Yup. Each peasant after say the first 4 give me a DC check that
         | gets harder to catch/pass the projectile down the line. If you
         | need to be a 3rd level monk to potentially catch the missile,
         | and not even rethrow the missile unless you get the damage to
         | zero, this isn't getting up to any dangerous speed before
         | hurting someone in the line. At least under my ad-hoc ruling.
        
       | bovermyer wrote:
       | If I was a GM encountering this from players, I would absolutely
       | allow it, and then the players would discover the consequences.
       | 
       | 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.
        
         | petsfed wrote:
         | There's also an opportunity for essentially an Oppenheimer-type
         | NPC to explore it, but then at the end of 2 miles of ladder-
         | brigade, it just falls disappointingly on the ground, and you
         | have a battalion of thoroughly demoralized peasants in a combat
         | zone to contend with.
        
       | aitacobell wrote:
       | I'm more about a mage hand giving wet willies
        
       | kibwen wrote:
       | In earlier editions, a similar hack was to line up an arbitrarily
       | long line of chickens (or similarly expendable 1 HP creature) and
       | use a combination of cleaving feats to meat-teleport from one end
       | of the line to the other in a single round.
        
         | Loughla wrote:
         | My favorite exploit was when a set of players realized the
         | druid could transform into [large animal] and if taken to 0 hp,
         | would revert to their druid form.
         | 
         | They immediately wanted to make a hot air balloon to drop the
         | druid onto groups of monsters in his largest shape.
        
       | greesil wrote:
       | I was the master of techniques like this playing Warhammer 40K.
       | Hello conversion beamer on a jet bike. That's a nice squad of
       | terminators you have there, blorp. I'm surprised my friends let
       | me play like this.
        
       | putzdown wrote:
       | I know that folks are just having fun with this, but it embodies
       | one of the things I dislike about D&D, one of the reasons I
       | simply ignore most of the "rules." At heart a role playing game
       | happens in the imagination of the players. You can play RPGs
       | entirely in those terms, with no real rules and very few numbers,
       | just storytelling and imagination. On the other hand there are of
       | course many tabletop games that do rely on structure, rules, and
       | numbers, but these tend to limit the scope of what may happen in
       | the game by virtue of having limited elements and rules. You
       | cannot earn a trillion coins in Powergrid, there simply isn't the
       | time or resources. What is so strange about D&D is that it tries
       | somehow to join these two models of gameplay: the
       | subjective/imaginative and the objective/numeric. When it works,
       | it's fine (though, as I said, I personally tend to find the
       | imaginative, storytelling part for more compelling than the
       | objective, more tabletop-like part). This railgun embodies some
       | sort of weird distortion in the whole affair. No: of course
       | peasants cannot throw a pole however many thousands feet in a
       | matter of seconds. If the rules somehow imply they can, the rules
       | are dumb. Even if you accept the rules, use your imagination:
       | what will happen to peasant hands and heads with an object
       | passing that rapidly along them? What would happen to peasant
       | skin if it tried to pull a pole with the kind of forces we're
       | talking about? I truly don't understand how D&D players think. No
       | disrespect: I'm not saying anyone is dumb. I'm saying that I
       | can't picture how I would be thinking about a game, or rules, or
       | a line of peasants, such that I would consider for a moment the
       | idea that they might propel a pole in railgun fashion. It's...
       | kinda funny... kinda. But the fact anyone pursues the joke more
       | than two seconds, much less actually attempts this play with real
       | DMs, is unfathomable to me. I don't understand how you would be
       | trying to merge the domain of rules with the domain of
       | imagination in order to get yourself into this knot. Does that
       | makes sense at all?
        
         | noelwelsh wrote:
         | Like you, I'm very much in the role playing is story telling
         | camp. I think the difference is people who, like you and I,
         | want to play in the world, and people who want to play with the
         | world. I.e. they are playing a meta game where they play with
         | the rules to "win". This makes no sense to me, because there is
         | no winning when you play in the world. It's the story you tell
         | that is the point. But I can understand their POV because I do
         | play to win in other domains.
        
           | rtkwe wrote:
           | Every table and group has it's own ideal version of the game
           | and you can play either in D&D. I think a lot of people fall
           | into the play to win because it's simpler and fits the mould
           | of most games people are used to playing so it makes more
           | sense to apply that pattern to role playing games.
        
         | disillusionist wrote:
         | To me, I see pushing rules boundaries as part and parcel with
         | exploring fantastical worlds. Elves, dwarves, and dragons
         | exist. Those aren't "real". Magic spells that allow you to fly
         | and shoot fire from your finger-tips also exist but also aren't
         | "real". If we're already breaking biology and meta-physics, why
         | assume basic physics works exactly the same way either? For
         | some, I think it is re-capturing the child-like attitude of
         | wonder, excitement, adventure, and asking the question "what
         | if?". This, of course, may be tempered by campaign tone;
         | something that might happen in a DnD campaign but likely not in
         | Call of Cthulu, Kids on Bikes, Monster of the Week, etc
        
       | drivingmenuts wrote:
       | > One of the major problems would be the absolute destruction
       | caused to those you convinced to line up for this weird tango.
       | 
       | 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).
        
       | rtkwe wrote:
       | The problem comes from trying to mix real world physics with game
       | mechanics only in ways that benefit the players and also applying
       | rules where they don't fit [0]. Only the game mechanics allow you
       | to pass it between the peasants so fast and the game already
       | tells you what happens the last peasant throws it and it's a
       | (likely non-proficient) attack with whatever item they're passing
       | with the same range limitations that javelin or improvised weapon
       | has. The item is only on average moving 1900 mph but it's really
       | just being rapidly handed from person to person so the true
       | velocity is a rapid sawtooth as the person moves it to pass it to
       | the next person, enabled by the power of RAW itself to these
       | feats.
       | 
       | [0] This is just an object being passed between creatures not a
       | falling object so the Falling Object rules are irrelevant.
        
       | otikik wrote:
       | This reminds me of the "Dual Octo-cat Flail", invented by a
       | friend of mine.
       | 
       | 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.
        
         | dexwiz wrote:
         | How do you explain an octopus holding 8 cats, let alone keeping
         | the octopodes alive for more than a day?
        
           | Yizahi wrote:
           | Probably there was no need for that, because game evening has
           | ended while everyone was arguing about correct plural name
           | for octopuses :)
        
             | petsfed wrote:
             | Obviously it's _octopoxen_
             | 
             | 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.
        
             | sapphicsnail wrote:
             | My ex's goal in life is to get people to say octopodes
             | because that's the proper Greek plural. Hasn't taken off
             | yet
        
           | nartho wrote:
           | It'd need to be enchanted with "Create Water".
        
             | Loughla wrote:
             | Every single group I have ever played with, when playing
             | with brand new Players, has had someone try to drown
             | enemies with create water inside their lungs.
             | 
             | 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.
        
           | pavel_lishin wrote:
           | A wizard did it.
        
         | xg15 wrote:
         | I hope there were some buttered toasts attached to the cats as
         | well, for additional infinite energy.
        
       | Klathmon wrote:
       | Our group once badgered our DM at the time into allowing the
       | parties pet goat to deal some minimal amount of damage in combat.
       | Then we backtracked and bought a hundred of them from the local
       | shepherd and had a small goat army for a bit.
       | 
       | Unfortunately there was a flood shortly after and our goat army
       | was lost
        
         | tonyarkles wrote:
         | My experience with a few fun DMs is that you have to be really
         | careful with the shenanigans. I'm not surprised at all about
         | the flood that took out your goats. I'm impressed with the
         | restraint demonstrated by your DM in fact... one of my old DMs
         | would have almost certainly done something more damaging first;
         | off the top of my head, good chance we would have woken up to
         | discover that the goats had eaten all of our clothing in the
         | middle of the night.
        
           | ecshafer wrote:
           | Perfect chance for the army of goats to be corrupted by dark
           | magic and become evil goats that are intent on killing the
           | party.
        
       | Yizahi wrote:
       | If anyone enjoys this kind of foolery, I recommend a Harry Potter
       | x DnD crossover fanfiction:
       | https://www.fanfiction.net/s/8096183/1/Harry-Potter-and-the-...
       | 
       | 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 :)
        
         | pavel_lishin wrote:
         | I've also read the HPMOR series (it was ... not something I'd
         | recommend), and started one of the ratfics about D&D world -
         | and bounced off of it quickly.
        
       | fitsumbelay wrote:
       | _extremely_ disappointed this isn 't an instructable
        
       | ticulatedspline wrote:
       | Other problems aside, wouldn't it be more damage to just use the
       | ready action to have them all attack (2,280d4?)? also wouldn't
       | the projectile inherit the peasant's THAC0 which is probably
       | terrible?
        
       | ajkjk wrote:
       | I always felt like the best part of tabletop games was telling a
       | good immersive story, which necessarily means that the world have
       | some semblance of realism, which means the peasants would
       | obviously refuse to do this, not to mention fail, and also that
       | no PC would ever try to do it because it's absurdly out-of-
       | character.
        
         | throwaway173738 wrote:
         | "Some of the peasants dutifully stand in line while the
         | majority look bewildered at your request."
        
       | Semaphor wrote:
       | This reminds me of Knights of the Dinner Table [0], a 90s D&D
       | Parody cartoon magazine that later spawned its own TTRPG
       | Hackmaster [1] (first with the 4th edition based on licensed D&D
       | 1st ed, 5th ed is fully standalone (and less humorous, I don't
       | think you can even die during character creation anymore)).
       | 
       | 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...
       | 
       | [1]: https://en.wikipedia.org/wiki/HackMaster
        
       | dmoy wrote:
       | > Falling Object rules for 5e.
       | 
       | 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.
        
       | zeroq wrote:
       | Back in the days we used to troll GMs at conventions with stuff
       | like that.
       | 
       | 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.
        
       | jvanderbot wrote:
       | Imagine for a moment an army of 1000 archers firing longbows at a
       | target. You'd expect 5% of these to hit by rolling 20s, and 5% of
       | those to do critical hits by rolling two 20s. Repeat every 6
       | seconds for 50+ d8 dmg against any target, no rule twisting
       | required
       | 
       | DnD rules are not useful for things like that.
        
       | fizlebit wrote:
       | I actually prefer a game where the rules mostly come from the DM.
       | I think it is better if there is no players handbook. The
       | characters develop along their story arc, e.g. at some point you
       | character acquires new powers, e.g. your character has been
       | spending a lot of time developing new combat moves, they kind of
       | level up and now the DM explains a new mechanic. Your character
       | has become adept at disarming opponents and now gets such and
       | such a bonus to attempt a disarm.
       | 
       | This is a lot to place on the DM, but I like the anarchy of a
       | system like dungeon crawler classic. You expect some of your
       | characters to die, e.g. in one adventure my character in a last
       | ditch effort to save himself drank a potion of unknown origin,
       | that potion turned him into a mithral statue. It was a fitting
       | end to his short but eventful life.
       | 
       | Another character played by a different player managed through a
       | long process involving books and negociations with his patron to
       | construct a demonic sentient flying dog through whom he could
       | cast spells and see.
       | 
       | This kind of exploration I think encourages players to see their
       | characters much more as characters than machines to be min maxed
       | and it is way more fun.
       | 
       | Give the DM total control to decide the dice roles that determine
       | the outcome of the shenanigans. You try to hire an army of
       | peasants you're going to be dealing with appointing sergeants,
       | logistics, mutany, desertion all before you try to line them up
       | to throw a ladder at some dude, which in the end is probably like
       | a 1d20 >= ac for a chance of 1d4 damage, with of course crit
       | tables, where on a critical success the dude might be tangled up
       | in the ladder and fall over or something.
        
       | pugio wrote:
       | When I was a kid I had a character that could fly. I realized
       | that a Decanter of Endless Water put out a pretty powerful
       | constant thrust. Then a Helmet of Freedom of Movement could be
       | interpreted to remove all excess friction due to win resistance
       | (forget the details but it was something about removing any
       | factor that would inhibit your movement). Constant acceleration
       | and no friction... Unlimited speed.
       | 
       | I actually sat down and worked out all the equations based on the
       | mass of my character and the amount of thrust the decanter
       | provided. Our party would be deep in the wilderness somewhere and
       | I'd say " I nip back to town to pick up some supplies, with
       | acceleration and deacceleration it takes me 17 minutes".
       | 
       | Looking back, I think I was a pretty annoying player, but my DM
       | was very patient. I guess he could see I put a lot of work into
       | the scheme. It was also probably the most exciting application of
       | physics I had encountered in my life so far.
        
       | RHSeeger wrote:
       | Back when I was in college, we used to play various tabletop RPGs
       | a lot. For one of them (DragonQuest), the rules we had were
       | fairly complex (game rules + house rules) and covered a lot of
       | situations. The general rule of thumb was that, if you came up
       | with something that the rules said was ok, even if a bit
       | ridiculous; you could do it. The caveat being, it would be
       | discussed post-session to see if it should work going forward.
       | But everything flies once.
       | 
       | One night, one of the characters was transformed into a frog and
       | knocked off a roof. He triggered a spell, Shadow Wings, which
       | grants the play large wings made of shadow, allowing them to fly.
       | However, the wings are large enough to lift a human... I imagine
       | on the order of a 15-20' wingspan. The DM made it known that it
       | was not reasonable for a frog to fly using them. Much debate
       | happened because... everything flies once. At the end of the
       | discussion, the frog was _not_ allowed to fly.
       | 
       | The result being a new quote came out of that night.
       | 
       | Everything flies once, except a frog.
        
       | protocolture wrote:
       | Much prefer Skeletron.
       | 
       | https://suptg.thisisnotatrueending.com/archive/2010/12936417...
       | 
       | Has a better RAW foundation (The issue being maximising the
       | number of skeletons)
        
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