this post was submitted on 06 Nov 2025
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[–] squaresinger@lemmy.world 27 points 4 days ago (2 children)

The peasant railgun is kinda weird tbh.

It first uses game rules ignoring physics (using the ready action to pass the object super fast along the line of peasants), to then flip and ignore game rules while using physics (not applying the rules for throwing an object but instead claiming that physics "realism" demands that the object keeps its speed and does damage according to the speed, not according to game rules).

Fun meme, but really doesn't make sense in game.

[–] WraithGear@lemmy.world 8 points 4 days ago (1 children)

which is why the dm is able to stop them in their tracks by enforcing the game rule about not calculating speed for damage

[–] squaresinger@lemmy.world 4 points 4 days ago (2 children)

I think it's totally valid to run a realistic game where realism takes precedence over game rules, but then the "passing of the object" part fails.

It's also totally valid to run RAW game, but then it fails like you said.

So no matter what game you run, the railgun makes no sense.

What would make sense with a RAW game is to use the railgun for fast travel/fast transport, but then again for it to give a decent advantage, you need thousands or millions of peasants who willingly cooperate, which also won't really work in most games.

[–] Feathercrown@lemmy.world 2 points 3 days ago

I use my reaction to activate the IRL-physics-inator when the object reaches the last peasant!

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[–] JAPJER@mtgzone.com 3 points 3 days ago

It's just one of those times where you have to accept that D&D is a boardgame, and the small details fall apart when you try to make "real" stuff fit the rules.

A round is six seconds. If you want to apply logic to it, the DM would just say that the ball/rail/tungsten rod only moved up a few people in six seconds.

[–] Zombiepirate@lemmy.world 49 points 5 days ago (3 children)

Ok, but hear me out:

If you accelerate something into a freefall orbit, then it stands to reason that the projectile would deal falling damage (equal and opposite force, you know) which maxes out at 20 d6.

[–] traceur402@lemmy.blahaj.zone 48 points 5 days ago (5 children)

If a character has 121hp or more they're able to jump from a space station onto earth with like a super hero landing??

[–] milkisklim@lemmy.world 27 points 5 days ago (1 children)

In 5e yes. I think the theory is once you hit terminal velocity, you aren't going to get any more damage from a longer fall.

Fun fact, I actually did have a villain do exactly that in a campaign once. The party achieved a secondary win condition during combat and so the BBEG jumped off the top of the space elevator to escape.

[–] turdas@suppo.fi 6 points 4 days ago* (last edited 4 days ago) (1 children)

Wouldn't jumping off the top of a space elevator just put you in orbit? Or, if by top you mean the point where the space elevator anchors to its counterweight, in orbit around the sun.

[–] Cethin@lemmy.zip 4 points 4 days ago* (last edited 4 days ago) (1 children)

OK, you've got space elevators wrong, and that's OK.

The counter-weight doesn't orbit the sun. It orbits earth. If it orbited the sun it'd rip the thing apart. It sits somewhere above a geostationary orbit, as a geostationary orbit is where the orbit point is always over the same point on the ground, which would be where your elevator is tethered.

The station part is somewhere below this. The higher it is the heavier or further out your counter-weight needs to be —and since it's already impossible around earth no matter what, this needs to be as low as possible.

Because of this setup, your velocity (while below the geostationary line) is always less than the orbital velocity at that altitude. For example, the ISS orbits the earth 15.5 times a day. Our point on the space elevator cable stays at the exact same position over the ground, so it orbits 0 times. At the same altitude as the ISS you need to be moving the same speed as the ISS or you'll fall down. It only doesn't while attached to the cable because it's being pulled by the counter-weight.

Basically, stuff dropped off a space elevator falls, unless it's at geostationary altitude. It needs to be given some extra horizontal speed to stay in orbit.

[–] turdas@suppo.fi 4 points 4 days ago* (last edited 4 days ago) (8 children)

The counterweight orbits above escape velocity, pulling the space elevator's cable taut. If the cable were severed the counterweight would drift off into space into a solar orbit. So if you jump off at the counterweight, you'll enter solar orbit.

At geostationary orbit (which could be considered the "top" of the space elevator as that's where you would normally get off, presumably) the space elevator orbits at exactly orbital velocity, so if you jump off there you end up in orbit. Below that your velocity would be below orbital velocity and you'd fall back to Earth.

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[–] skulblaka@sh.itjust.works 15 points 5 days ago (1 children)

Yes.

ODST-Dropping your barbarian is objectively the best way to have him enter combat, and it inflicts psychological damage to anyone close enough to witness it.

[–] Scubus@sh.itjust.works 6 points 4 days ago

I dont remember exactly what we did, but i remember we had a situation where one of my fellow players was a centaur. The dm ruled that if you were to use a battering ram while riding said centaur, both your strengths get added together for the check. The person riding the centaur has something that enabled them to more effectively use tools they were holding, i think it was if they used a handheld tool they got advantage with it. And then we had one more player who was a turtle person. As long as they were in their shell they got a ton of defense buffs. So, we had player 2 hold player 3 while they both climbed onto player 1. We then proceeded to use player 3 as a battering ram against a magical door that we couldnt figure out how to open. After rolls went through, we ended uo blowing the door down so violently that is killed most of the spawn in the next room

[–] riwo@lemmy.blahaj.zone 11 points 5 days ago* (last edited 5 days ago) (2 children)

theyd also need something to protect them from the friction and resulting heat of air brushing by at terminal velocity tho, i assume?

oh no wait, im making it too realistic

[–] Afaithfulnihilist@lemmy.dbzer0.com 13 points 5 days ago (13 children)

Terminal velocity for a human is not fast enough to cause air to heat up. You'd probably get frostburn instead.

[–] usualsuspect191@lemmy.ca 19 points 5 days ago

If you're jumping from a space station then you'd be traveling at orbital velocity when hitting the atmosphere which is plenty fast enough to generate heat.

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[–] Gutek8134@lemmy.world 8 points 5 days ago

Alternatively, invest 18 levels into monk and get no damage in 99,51% of cases

https://anydice.com/program/40317

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[–] Jeeve65@ttrpg.network 12 points 5 days ago* (last edited 5 days ago) (1 children)

Applying real world logic to game rules never works out.

Also, you forget to take into account the weapon's mass, form, structural integrity, the commoner's reaction time, probability to fumble, the force of the wind, and probably a few dozen other factors that have an effect in the real world.

Just don't. It's a game.

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[–] ThisIsAManWhoKnowsHowToGling@lemmy.dbzer0.com 37 points 5 days ago* (last edited 5 days ago) (11 children)

Fun fact about this in real life: A problem that gunmakers have had to deal with is that, although a faster-moving bullet fires straighter and penetrates better into its target, if the bullet moves too fast it will just poke a hole straight through a person without imparting enough of its kinetic energy onto them to be able to do real damage. So, i doubt the peasant railgun would be effective in real life.

[–] DaddleDew@lemmy.world 46 points 5 days ago* (last edited 5 days ago) (2 children)

That is simply not true. All you have to do is design your projectile in shape, construction and materials so the kinetic energy gets properly used to have the desired effect on the target.

A tiny 40 grain .204 Ruger bullet with the insane muzzle velocity of 4100 fps will absolutely explode a watermelon if you use a rapidly expanding projectile such as a ballistic tipped varmint round. If you use the same against a reactive steel target that was only rated for rimfire, it will melt a clean hole through it without even noticeably moving it. And if you use it against a bull moose, it will absolutely destroy a large amount of surface tissue but not achieve enough penetration to reach the internal organs for a clean kill.

It isn't a simple problem, the are many different types of dynamics that you can encounter depending on the nature of the projectile, velocity and target.

[–] DragonTypeWyvern@midwest.social 8 points 5 days ago* (last edited 5 days ago) (2 children)

This is simply true, you do lose potential energy transfer if the bullet exits, that's how it can exit, that's just not usually the point of a bullet, and generally speaking making exit wounds is considered a positive.

Now if you want to design a bullet that explodes inside a wound causing mass trauma and an incredibly difficult surgery to repair it is a problem, but surely no one would ever deliberately design a weapon to do that! /S

Fun Fact: the .50 cal MGs the Soviets supplied to the Vietnamese during the American invasion usually had enough penetrative power to go through the M113 APC's aluminum hull...

Once. And then it would bounce around inside.

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[–] AwesomeLowlander@sh.itjust.works 8 points 5 days ago (5 children)

I get the feeling the 4 million grain Revolving Peasant Gun with the velocity of 1% the speed of light will have the desired effect on any target.

[–] Feathercrown@lemmy.world 2 points 3 days ago (1 children)

I actually had that in mind, hence why I kept it limited to 1% 😂

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[–] ryathal@sh.itjust.works 12 points 5 days ago (1 children)

There's a lot of factors, shape speed and deformation are all factors. Penetration and energy transfer are also at odds with each other in general. Gun manufacturers have this problem because speed is more or less capped by a practical barrel length, a rail gun can (theoretically) achieve enough speed that either factors start to become less relevant.

[–] sirblastalot@ttrpg.network 6 points 5 days ago

Somewhat pedantical quibble, really just because I find it interesting: It's not exactly limited by barrel length. We can make faster burning, higher powered propellants, which you can get the full energy out of with a shorter barrel. The reason we don't is because that means you have a higher pressure inside the chamber and, even if your gun doesn't explode, you face more erosion from use. Your metallurgy ends up being the limiting factor, as it's all about how strong you can make your chamber. I just think it's cool because guns are a great example of how inter-related technologies are and how everything depends on everything else. Take a design for a machinegun back to the Napoleonic era and it will be worthless because without smokeless powder it will jam and clog after a couple rounds. Take back a formula for smokeless powder and it will be worthless because you don't know how to make brass cartridges. Try to make brass cartridges and you'll find you lack the precision tooling, and so on.

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[–] ICastFist@programming.dev 26 points 5 days ago (2 children)

The obvious use of the peasant railgun is instant delivery. Gonna start my new enterprise, pFood, coming at you within 1 turn or your money back!

[–] Archpawn@lemmy.world 8 points 5 days ago

It even works with people. They can carry up to 150 pounds if you have them move 30 feet before passing it to the next guy or 300 pounds if they're moving 5 feet. I call it the peasant railway.

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[–] Stalinwolf@lemmy.ca 7 points 4 days ago
[–] sirblastalot@ttrpg.network 12 points 5 days ago (2 children)

See what you do is, you put the peasants in a circle and have them pass a magnet to eachother. Put a coil of wire in the middle and you've got infinite free energy!

[–] Hupf@feddit.org 8 points 4 days ago (2 children)

That's just slave labour with extra steps (magnets)

[–] sirblastalot@ttrpg.network 2 points 2 days ago

Wait till you hear about necromancy

[–] Honytawk@feddit.nl 8 points 4 days ago (1 children)

Peasants, how do they work?

[–] SkyezOpen@lemmy.world 6 points 4 days ago

Often and for little pay.

[–] CileTheSane@lemmy.ca 8 points 4 days ago* (last edited 4 days ago) (1 children)

Each peasent can only pass the magnet once every 6s, as they can only do so on their turn.

Also, this is a universe with magic in it. A level 0 sorcerer can endlessly cast the cantrip "shape water" to move a turbine for infinite free energy. For less work (but more training) the level 2 spell "Heat Metal" can be cast on a boiler.

[–] sirblastalot@ttrpg.network 0 points 2 days ago

Oh no, you weren't supposed to take me seriously

[–] ArchmageAzor@lemmy.world 2 points 3 days ago

Let them do it, then when they're done executing it just say "alright, that's 1d4 damage for an improvised weapon."

[–] milkisklim@lemmy.world 19 points 5 days ago (1 children)

I want to play a game where there is an NPC roving band of guerrilla peasants that in times of crisis form a rail gun militia. Dragons? Rail gun. Tax Administrator? Rail gun. Cathy's Baby Shower? Also believe it or not, rail gun.

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[–] Feathercrown@lemmy.world 2 points 3 days ago

Live by the jank, die by the jank. Make an improvised ranged weapon attack with 20/60 range lol

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