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Peasant Railgun

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279 points cainxinth | 2 comments | | HN request time: 0.454s | source
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disillusionist ◴[] No.44455949[source]
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!

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altruios ◴[] No.44456789[source]
> 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.

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disillusionist ◴[] No.44457536[source]
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.
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altruios ◴[] No.44458189[source]
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.
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1. dragonwriter ◴[] No.44458306[source]
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.)
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2. fenomas ◴[] No.44460792[source]
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 certainly declare that they all want to pass an object around, for any value of N. But if the object would need to move at supersonic speeds for them to all succeed, then obviously one of them won't succeed. (And the subsequent people won't do anything because the trigger for their Ready action didn't occur.)