this post was submitted on 06 Feb 2025
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[–] UNY0N 38 points 1 month ago (22 children)

I love how everyone is discussing the physics of a cannonball gun DIY setup in a game where magic can instantly teleport people or turn a person into a huge dragon.

I'm not complaining, I just find it amusing.

[–] LovableSidekick 22 points 1 month ago* (last edited 1 month ago) (17 children)

Point is well taken, but D&D magic doesn't take physics off the table, it violates physics within strict limits. Mundane physics still operates. As a DM a good reason I can think of for invoking physics in cases like this is that the player's plan depends as much on physics as it does on magic, and I don't think their cannonball trick would work. The gunpowder imparts the same momentum to the shrunken, diminished-mass cannonball as it would to a regular bullet. When the cannonball's original size and mass are restored, it still has that much momentum - which I imagine will carry it a few feet.

Fortunately my game group includes a very smart player with a master's degree in physics, who is very quick at computing such things. I would absolutely trust her estimate of how far the cannonball would go.

[–] thebestaquaman 3 points 1 month ago (1 children)

I came here to point out exactly this: If you only shrink the ball, without reducing its size, well... you're gonna have problems carrying the ammo.

As a DM, I think I would let them both shrink and reduce the mass, and wait till they fired the weapon before invoking "conservation of momentum" and declaring that the cannon ball drops to the ground after about a meter.

[–] LovableSidekick 1 points 1 month ago* (last edited 1 month ago)

Dunno about 5e etc. but in 1e, which I still play & DM, Enlarge and its reverse affect both the dimensions and mass of an object. So the cannonballs could be reduced to a mass a gun could shoot.

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