Newton's Laws
of Motion
1. An object
at rest tends to stay at rest. An object in motion tends to stay in
motion along a straight line unless acted on by an outside force.
2. Force equals mass times acceleration.
3. Every action has an equal and opposite reaction.
Take a careful
look of the definition of force. If there's no acceleration (that
is, no change in speed), there's no force. A person falling at terminal
velocity has no forces acting on him. When he hits the ground and
suddenly decelerates to zero velocity, though, there's a whole lot
of force acting on him. That's why landing hurts.
Spells that move
things - teleports, flight, levitation, telekinesis - come into the
realm of Newtonian motion. The usual arguments start over Newtonian
reference frames, which we'll get to in a bit. Equations of motion
derived from Newton come up in discussions of falling.
Newton's First
Law is why a mage had best be careful when firing off a fireball.
Once that little fireseed is launched, it moves in a straight line
towards the mage's target. If something - say an ally's shield - should
suddenly get in the way, the mage can't bend the fireseed's path to
arc around it, unless he could telekinetically shove it away from
the obstacle. It will tend to move in a straight line until acted
on by a force. Law Three ensures that hitting something generates
a force back, so the fireseed explodes into a fireball on impact.
Law Three is
not the same as the Law of Conservation of Momentum, although they
seem similar. Newton's Third Law involves forces; conservation of
momentum involves, well, momentum. The Third Law says that if I apply
the force of my weight (my mass accelerated by gravity) to the floor,
the floor responds with an equal force. If the floor couldn't, I'd
fall through it.
So what happens
when a levitating or flying mage passes over a trapped floor? In Robert
Asprin's "Myth" books, the flying wizard actually "pushes
off" of the ground with his mind. This push can set off pressure-sensitive
traps! D&D mages generally don't; maybe they're "pulling
up" on the ceiling? Well, we know they're not doing either; it's
*magic,* after all. But if you want a scientific explanation for the
phenomenon, they've got to either push or pull on something to lift
themselves off the floor.
The Second Law
(F = ma) doesn't show up directly very often. Mostly, people like
to confuse forces with energy or momentum and then argue about it.
A force is a push or a pull. It can be a sudden, sharp push or pull
- that's called an impulse. It can also be gradual, like a car being
"pushed" by its motor and speeding up. Energy is the ability
to do work, and work is applying a force over a distance. So a rock
on top of a cliff has stored (potential) energy to push on me very
hard if it were to fall. But the rock can have lots and lots of energy
just sitting there, without necessarily exerting any forces. And momentum
is mass times velocity - a measure that would be pretty useless if
it weren't conserved in a system (which is a pretty nifty thing).
Falling
How many PCs
have, intentionally or not, found themselves plummeting towards the
earth at 9.8 m/s^2? And how many of them have turned to ask the GM:
"Can I cast feather fall/activate my ring/create a makeshift
parachute from my cape?"
Here, the GM
has a recourse to physics. Say the PC is a height h above the ground.
Say also that he begins his fall with some vertical velocity, v0.
For simplicity, let's also say that v0 = 0 and the PC isn't trying
to leap up or enter into a power dive. If you're using English units
and a standard Earth-like gravity field, you can estimate gravity
as 32 ft/s^2 or even 30 ft/s^2 if you don't mind rounding; those with
the good sense to use metric can use 10 m/s^2. Let time (in seconds)
be t.
Here is the equation
you will want to use:
h = 0.5 * g *
t^2
g is the value
you picked for gravity, and t^2 means "t squared."
Assuming your
PC is just running straight off the top of the cliff, then he has
[square root(2*h/g)] seconds to do whatever it is he wants to do.
For a 100-foot tall cliff, this is about 2.5 seconds. While that might
be enough time to activate a magic item or innate ability, the PC
will be hard-pressed to cast a spell or perform any action before
he meets up with terra firma.
Traveling
More mundanely,
the venerable old "travel at constant velocity" equation
is fine for determining how far your PCs go per day:
distance = velocity
* time
Make sure your
units match. If the PCs walk at 3 miles/hour for 20 minutes, they
do not travel:
d = 3 * 20 =
60 miles
You must either
convert miles/hour to miles/minute or minutes to hours. In this case,
it's easy to see that 20 minutes is 1/3 of an hour. So the PCs actually
go:
d = 3 * 1/3 =
1 mile
Much more reasonable,
isn't it?
Teleporting
and Frames of Reference
Some GMs like
to rule that a mage cannot teleport into a moving vehicle, like a
carriage or ship. The logic is that the moving object is not where
the mage last knew it to be. Physics-saavy players will retort that
the whole universe is expanding anyway, and the planet is circling
the sun, so everything's in motion, and teleport still works. So they
should be able to 'port where they like, right?
Maybe.
If a body is
moving at a constant velocity, we can call it a "Newtonian reference
frame." This means that, if we were inside such a body with no
way of looking outside, we couldn't determine if we were moving or
standing still. Try this for yourself. Sit very still at your computer.
Does it really feel like you're moving through space at hundreds of
miles an hour? Of course not. You're in a Newtonian reference frame
- in this case, your planet.
A GM who wants
to make 'porting into moving objects difficult yet allow 'porting
on a moving planet might consider the following option: allow a mage
to teleport within a Newtonian reference frame without problem. So
a mage on a moving ship can teleport to all locations within the ship
as easily as a mage standing on a mountaintop can teleport to his
keep half a world away. Let's look at what happens when a mage tries
to move between reference frames:
A mage on shore
tries to teleport to a moving ship. Unless the GM allows her to "lead"
the ship with her spell in an attempt to compensate for the movement,
she'll teleport to a spot where the ship was when her spell went off.
If the ship is slow and large, she may still end up on it, just not
where she thought she'd be. Otherwise, she may be rather wet and unhappy.
The damp mage
decides the nautical life is not for her and wants to teleport from
the moving ship back to shore. The GM may rule that the ship imparts
its velocity to her so that she hits the ground running - or at least
propelled in the direction of the ship's travel. (Imagine jumping
out of a moving car and trying to hit the ground running). The GM
may want to make a rule for "horizontal falling damage."
What about an
accelerating mage? Say our unfortunate example finds herself falling
off a cliff - a really big, big cliff, so she'll have enough time
to cast. She's in the "world frame," since she's surrounded
by cliffs and other planetary features. But she's not stationary with
regards to it. By the logic described above, she can't teleport. Just
can't - the spell won't work unless the mage is standing still in
her frame of reference. A nice GM might allow her to teleport nearly
safely to the ground, maybe just inflicting falling damage for the
distance she'd fallen before casting. (What's happened there is that
she's essentially 'cut out' the space between herself and the ground.
She won't take more damage for falling farther and faster, but she'll
still go 'splat' with whatever velocity she's already picked up.)
Well, our battered,
waterlogged mage seems to be going back to her keep - on horseback,
I see. I guess that means we're done this time around.