Previous Message: Re: SPJ: The Spelljammer's Aid Society
Next Message: Re: SPJ: The Spelljammer's Aid Society + lack of robots complaint.
Month Index: November, 1993
From: bee@??????.??.??????.edu Date: Wed, 24 Nov 1993 18:30:09 -0500 Subject: Re: Atmospheric Gravity Planes, speeds, etc...
The whole argument sounds unneccesary to me. The way the rules state that everything works sound just as sound as anyone else's physics-defiant ideas. According to the way the rules explain it, the gravity plane runs along a line, which is usually the longest and then second longest plane in the mass of a ship (which counts out the masts, wings, fins and so on, as they do not contribute any considerable amount to the mass of the ship.) Because of this, the ship is weightless, as is has an equality of mass on both sides. The reason the plane seems low in a ship (Making all but the lowest belowdecks areas gravity-down) is because of this balance of weight. A planet's gravity plane affects a ship in the same way as a larger ship or a decent-sized asteroid. When two objects with gravity envelopes meet (that is, two objects with at least one plane of 25 feet or more I think... it's a plane (keel length) that decides this) the object with the greater mass's "down" becomes down for both of them. The shift of gravitation occurs when the two gravity envelopes meet. How do you know when this happens? Simple: when the atmosphere envelopes come in contact. The atmosphere and gravity envelopes occupy the same space and have the same surface. Why? Again simple: the gravity envelope is what keeps the atmosphere envelope _in_. Try this: touch a wet faucet with your fingertip. You can get really close, without getting wet, but as soon as you actually touch and the surface tension is broken, you get some water on your finger. Now that your finger is wet, pull it away. You have a "water envelope" on the tip of your finger. If you touch the faucet again, the water on your finger and the water on the faucet merge again. Now, the atmospheric speed limit does not come from any limitations of the gravity plane or anything of the sort. It comes from the fact that if you go any faster _through_ air, rather than carrying air, you will rip your ship to pieces. But, alas, this is magic, so unless you encounter a storm or heavy winds, you can go a lot faster than your really could in the real world. Reason? Because when a helm provides forward momentum, it does it for the ENTIRE SHIP. Not just the hull, but everything down to the sails, the rigging, the fire in the galley, and the kender stowaway's topknot. Acceleration via spelljamming helm means no inertia for anything on board the ship. But don't believe for a minute that when you jump overboard within an atmosphere that you won't be swept backwards (relative to the ship). Not that I expect that anyone jumping overboard on a ship wold be thinking baout inertia anyway. And finally, for the flanaess or realms resident wondering why those jungle savages down by the equator don't fall sideways (or the ansalon resident wondering why the minotaurs UP by the equator don't fall sideways), another simple explanation. Planets are ROUND, and in AD&D, apparently, evenly so (not pear shaped). This makes the gravity plane attempt to expand all ways at once, and collaps in on itself, to a point at the center of the planet, thus making the center of the planet down no matter where you go on it. On weird-shaped planets, presumably, gravity-plane systems are more of the norm, as on the rings of those planets that have them. Basically, what I am saying is that a ship's gravity plane is supposed to collapse AS SOON AS the atmosphere envelope of the ship and the atmosphere envelope of the planet touch. This works for all worlds with atmospheres (gaseous, that is). For worlds without atmospheres, those who land on them are, forgive my elvish, fucked. Basically, if you land a ship on one of those rare places with no atmosphere, the larger gravity plane _steals_ the atmosphere envelope, and everyone gets five melee rounds to scream (soundlessly) for divine intervention. Or to cast the following spell: Maintain Atmosphere Envelope Mage Level 3, Priest level 2 Mage: Alteration Priest: Nature (air) Range: 0 Area Effect: 1 ship Components: S (hold breath) Duration: 1 hour per level of caster This spell allows the ship (or other vehicle) upon which the caster stands to maintain its own seperate atmosphere envelope (though not gravity envelope) from any it comes in contact with. It also maintains the atmosphere when in contact with big things without one (like atmosphere-free planets). It can be used for cautious interaction with old-looking or undead inhabited vessels, and can even be useful for submarine exploration (as it maintains a bubble of air around a ship even in cases of landing on water) The ship cannot land on water while the spell is in effect, but it can land IN it. In the event that the GM uses this spell in a non-spelljamming campaign, it is recommended that the level of the spell become Mage 5, priest 4.
Previous Message: Re: SPJ: The Spelljammer's Aid Society
Next Message: Re: SPJ: The Spelljammer's Aid Society + lack of robots complaint.
Month Index: November, 1993