![]() And to be fair: all movement/momentum is relative to begin with. įurther discussions in the 4e Rules Forum (now gone) also discussed this as relative motion (to account for teleporting to other continents/worlds/planes). Yes, which is also consistent with 3.5's FAQ answer. " Is momentum conserved when teleporting? The designers lean towards If you’re plummeting toward the ground when you cast teleport to reachĪ safe spot, you’d still be “falling” and would therefore take damageĪs appropriate to the distance you actually fell before teleporting. Still, it was addressed in previous editions, and for anyone interested in those historical rulings, the 3.5e FAQ stated: Tldr: the 3e and 4e writers ruled to conserve momentum, but either way the local frame of reference must be taken into account.Īs always: it's a DM's call, especially since this particular issue has not yet been specifically addressed in 5e. This is something you have to deal with with rulings because there are no rules.Ĭonserving Relative Momentum has Precedence Anyone foolish enough to teleport from the equator to the opposite side of the globe will arrive at over 2,000 mph. For example, a wizard who teleports from London to Reykjavík will find themselves travelling east 200 mph faster than the ground. at least, this interpretation is perfectly in accordance with the rules.ĭ&D 5e is not a physics engine and strange things happen if you try to think it is. How could they? Falling damage is 1d6 per 10 feet fallen to 20d6 regardless of if you are in a vacuum or not, on a plane with lower or higher gravity or not etc. Similarly, arrows and cannonballs take no time to move from their source to their destination.Īlso, things like falling damage have nothing to do with velocity and kinetic energy. If you are not expending speed you are not moving. "Speed" is a resource you expend to change your position and "movement" is the act of doing this. There is no velocity in D&D 5e and therefore no acceleration, momentum or kinetic energy. Does it contribute better to a better story to "conserve momentum?"Īs far as I am aware of, however, there is no official ruling on teleportation conserving any physical values. The GM, once again, makes a ruling on this. D&D is just a vehicle for telling a story, and this would be something you discuss with your GM. A Vehicle for Telling Stories, or a more narrative-ist interpretation.If so, then no, teleportation does not conserve or maintain momentum in any way: you can teleport over long distances without having to worry about latitude, your position going around the sun, etc. Or, you can view it as "our world, plus magic" and derive all sorts of values and things from the inaccurate data the game gives you. ![]() ![]() After all, you know combat rounds represent a 6-second span of time ( basic rules, page 63, under "time"), and distances are regularly referenced, so you can use the 5e rules as a terrible simulation of reality. A simulation of some sort of reality, or a more simulation-ist interpretation.What works at one table doesn't at another. If this is you, you likely agree with Dale M's excellent answer: there are no rules for this, so the GM must make some sort of ruling on the spot. Strictly A Game, or a more game-ist interpretation.Using something like the threefold model, you can think of role-playing games as: This is a little philosophical, but the answer here depends on how you interpret the role of the rules. The answer here is " it depends, but likely no." ![]()
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