disillusionist
12 hours ago
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!
fenomas
9 hours ago
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
8 hours ago
> 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.
pavel_lishin
8 hours ago
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.
_carbyau_
3 hours ago
Problem?
RPGs facilitate group story telling, a shared experience.
Friendliness comes from shared experience - whether it is the classic "first date" of "dinner and a movie" attempting to kickstart a lifelong relationship or a simple nod between bikers as they zip past each other in opposite directions.
D&D provides a structure, making it a shared experience that everyone present can contribute to. And if the people of the group want to house rule a thing, that is a social thread right there.
To apply external pressure to try to get rid of these house rules would be to try to undo an element of the social fabric of the group.
It's not a problem. It's a strength.
The only time it's a problem, is if the social group can't decide and accept/discard a house rule. That is a social issue for the group though, not a problem with D&D.
And it kind of mirrors the many issues we as a society have with law-as-written and laws-as-intended.
citizenkeen
5 minutes ago
Nah, it’s a problem. Most other RPGs don’t have this effect because their rules are internally consistent.
D&D 5th Edition is a hodge-podge of sacred cows, marketing-based nostalgia, design cowardliness, and compromise.
Other games don’t get house ruled as much because they’re better games.
D&D 5th is the JavaScript of role playing: it’s the most widespread and in a perfect world everybody would use something else.
aspenmayer
7 hours ago
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.
fenomas
2 hours ago
You've missed my point - D&D has many forms, but they all involve a DM, who takes part in the game by making decisions and interpreting rules.
TFA isn't that - it's somebody DMing for their own characters, and then calling the (fairly bizarre) decisions they made "RAW".
user
8 hours ago
PhasmaFelis
4 hours ago
Finding fun and unexpected rules interactions is certainly D&D. Finding obviously broken and unintended interactions that make no sense in-universe, purely as intellectual sport, is also D&D.
Seriously expecting the DM to behave like a buggy video game and give you ultimate power because you found an exploitable glitch in the game mechanics is...well, that has also always happened in D&D, but it's hardly praiseworthy or in the spirit of things.
fishtoaster
9 hours ago
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'.
ekidd
7 hours ago
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!
bee_rider
3 hours ago
Enough peasants should be devastating, right? Get a couple thousand and at least some will crit per round. Rolling it might be hard. Against a sufficiently armored enemy, might make more sense to just do “expected number of crits per round” or something…
pavel_lishin
8 hours ago
> 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
6 hours ago
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. :)
tiltowait
an hour ago
TFA is actually the first time I've seen the peasant railgun interpretation that actually causes damage. Other conversations I've seen all concluded it wouldn't do any damage, which made it even funnier depending on your point of view.
Two of my favorite bits of D&D (3.5) logic:
* Mounting a horse is a free action. Therefore, much like the peasant railgun, you could set up saddle highways: a post every five feet, with a saddle on top. Then, you mount and dismount between cities as one gigantic free action, allowing instantaneous travel.
* Per the rules governing object visibility at distance, the moon was invisible.
* Arguably, once you started drowning, you could not stop drowning, even if removed from water.
bee_rider
3 hours ago
Would I expect a DM to accept a peasant railgun? No.
Would I love to play in a campaign where we are dungeon-crawling scientists who are investigating the theory that we are actually living in a poor simulation? Hell yeah. Just imagine your d&d university admissions departments working out that people somehow can be sorted precisely on a scale of -5 to +5 in terms of natural competency for any skill…
altruios
10 hours ago
> 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.
plorkyeran
8 hours ago
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
7 hours ago
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?)
bcrosby95
4 hours ago
Arguably higher fall damage from higher heights models acceleration. If there were no acceleration then fall damage would be the same regardless of the distance you fell.
bee_rider
3 hours ago
But if we’re (incorrectly) interpreting the RAW as the laws of physics, then the fall damage isn’t modeling some underlying law of physics. It just is the law, there isn’t some underlying physical property called “acceleration” to talk about.
user
4 hours ago
disillusionist
9 hours ago
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
8 hours ago
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
8 hours ago
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.)
fenomas
a minute ago
The simple solution is just to recognize that the Ready action lets somebody attempt to do a thing, it doesn't mean they automatically succeed.
So N people can declare that they all want to pass an item around in the same round, for any value of N. But if the object would need to move at supersonic speeds for them to all succeed, then obviously some of them just won't succeed.
da_chicken
3 hours ago
> 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?
No, we don't.
The most recent D&D Dungeon Master's Guide actually puts a note in the book[0] for things like this: The D&D rules are not a physics engine. The D&D rules are a simple framework for creating a game world, but that's not the same thing as being a 3d game engine or a generative data model. It's a game where you're expected to resolve complex events with a single die roll. It's not Unreal Engine 5 or Autodesk Inventor or COMSOL Multiphysics.
Just like D&D's morality and ethics system (alignment) falls over and cries when you poke it with a Philosophy 101 moral quandary, the game's event resolution is not intended for you to model the Large Hadron Collider.
[0]: https://www.dndbeyond.com/sources/dnd/br-2024/the-basics#Pla...
patmcc
8 hours ago
>>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.
PhasmaFelis
4 hours ago
> 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?
The basic assumption here is that the rules as written beat physics and common sense. When you play that game, you have to do it rigorously. You can't say that rules trump physics one moment, and physics trump rules the next.
> There's also the rule of cool. If it makes the story better/ more enjoyable: have at it.
That does rule out the Peasant Railgun more thoroughly than any rules argument.
shitpostbot
8 hours ago
[dead]
moconnor
11 hours ago
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
11 hours ago
If you’re using the falling object rule then cap it at an appropriate terminal velocity, maybe 200 km/h.
hooverd
11 hours ago
Did you use ChatGPT/an LLM for this comment or do you just write Like That?
bluefirebrand
11 hours ago
LLMs had to learn from somewhere, a lot of internet comments write Like That
lukan
10 hours ago
But maybe less and less will, if all it gets them nowdays are accusations of using/being an LLM.
Macha
10 hours ago
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
9 hours ago
And, "I'm not a cat."
(Except sometimes maybe as a NPC)
bcrosby95
3 hours ago
Just wait until your LLM starts accusing you of being an LLM
hooverd
10 hours ago
It's very jarring when you see it nowadays, and rather unfortunate for people who have that style of writing.
disillusionist
9 hours ago
I just Write Like That. It always takes me longer to write things than intended because I tend to overthink things, too. :/
otikik
10 hours ago
It does read very chatgpt-y
max_on_hn
11 hours ago
ChatGPT was sticky for me very early because its writing style reminded me of my own ¯\_(ツ)_/¯
y-curious
9 hours ago
Welcome to the erosion of trust we are seeing live. Soon we won't trust anything outside of a speaker we can touch physically.