That entirely depends on whether the creature is under the object and gets bonked or the creature avoids the bonk and takes the shockwave of the bonk instead
Telekinesis allows you to lift a 1,000 lb. object up to 60-ft. in the air. How much damage would that do if it falls onto a creature? Dexterity save against caster's DC? I've seen mentions of using trap mechanics but that just doesn't sit right with me. On the other extreme end, someone did up a chart that would have the object doing 150d6 damage. Which, you know, seems a tad excessive for a 5th-level spell.
A 1000 lb rock is roughly 2ft cube or a tiny object, for example in game shape water with 5ft cube of water (medium obj) is7854lb and uses 935 gal water. Freezing a section of a wall of water with ray of frost 1x5x5ft would be 187gal of water and 1500lbs as ice
1000 lbs falling at you doesn't kill you if it doesn't hit you. It also doesn't kill you if it doesn't hit you all at once. If something gets in it's way- it might not kill you. There are so many ways I've not died. In real life. One of the guys I served with was run over by a truck. 2.5 tons. Bruised his ribs and smashed the plates in his armor. 1st) Check to see if the character notices it in time (relevant perceptions) if they notice it, they just avoid it. No damage. 2nd) Dex check to completely avoid any damage (if it's a 5 ft square or smaller) or if it's bigger your successful Dex check lets you make a strength check. 3rd) Strength check for half damage- it's something that's wider than 25 square feet area , you've made your dex check, now you grab a table or a book shelf or an apple cart and wedge yourself at an angle where it can't crush you without the thing you're wedging being totally pulverized 4) Con check for half again reduction in damage (it breaks on you/your gear) dispersing the kinetic energy 5) 10d10 seems about right. 6) Dex/Con check every turn to avoid crushing/smothering damage 10d10 per turn crushing/smothering damage until they're freed from it if they're still under it. 2 successful dex/con checks gets them free. If you didn't see it coming and walk away or jump away you better be tough as nails. I'd think about it in game sort of like rot grub swarms- a lesson learned for players- look up, check for traps.
i rolled low and pressed the wrong button, causing our tank (which did not fall but weighs 40 tons) to run over a shadow demon. the demon took 10d20 and died instantly.
Once you let physics in, it takes over the game. You will have players start arguing that their fireball should also push, blind, and deafen its targets, or trying to drown enemies with create or destroy water. If you start doing math or start talking about what forces the human body can handle, stop - you're going in the wrong direction. You need to think about what would be appropriate for the game and adjudicate effects that are in line with other things the characters can do. Cause the alternative takes your game completely off the rails.
i rolled low and pressed the wrong button, causing our tank (which did not fall but weighs 40 tons) to run over a shadow demon. the demon took 10d20 and died instantly.
Ummmm....what? You have 40 ton tanks in your game?
Obviously, this is overpowered, but if it's a rigid object, from a real world standpoint, the creature dies unless it's really big. Nothing less than the size of a giant will survive having half a ton dropped on them. For fun, definitely don't do this.
Obviously, this is overpowered, but I'd say if it's a rigid object, the creature dies unless it's really big. Nothing less than the size of a giant will survive having half a ton dropped on them.
Pretty much nothing threatening after tier 1 is realistically human survivable. A 4d10 effect is considered a Deadly hazard or trap in tier 1, so that's a good benchmark for things that look like they would obviously kill a human.
Obviously, this is overpowered, but I'd say if it's a rigid object, the creature dies unless it's really big. Nothing less than the size of a giant will survive having half a ton dropped on them.
In addition to pantagruel’s point. Doing this just changes the game into finding ways to drop things on people. One that often gets brought up is summoning a blue whale above the enemy’s head. Sometimes you just need to stay away from what would be realistic, and keep things as a game.
It also gets back to a post I made earlier in this thread: what exactly are hit points? Do they represent the actual amount of trauma a character's body can sustain before taking a fatal injury or are they the ability of an action hero to turn what should be lethal injuries into flesh wounds, near-misses, and otherwise inconsequential effects to let them survive a gunfight or being beaten on by three thugs?
Rollback Post to RevisionRollBack
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
If we want to get into gory physics: based on its build and its nominal height (16'), your average hill giant tips the scale at around 5,000 lb, and since giants are generally viewed as moving like jumbo sized humans, should have a similar strength to weight ratio to a human, but with close to three times the swing distance. Its build does not suggest a particular dedication to time spent at the gym, and its cardio is probably quite suspect, but we're still looking at somewhere around 30x human arm strength and 80x as much energy with its strikes. That's still not at the 60,000 ft-lb energy of the dropped weight (probably more like 8,000), but it's way more likely actually hit (a fall from 60' takes 2 seconds, good luck hitting a target that isn't completely immobile). Its bigger kinsman the storm giant isn't nearly as chubby but is a lot taller and probably tips the scale at around 16,000 lb, with an impact energy of around 40,000 ft-lb, and given that it's using a real weapon, not a club or improvised object, that's easily more dangerous than the falling object.
The hill giant does 18 (3d8+5) with its weapon. The storm giant does 23 (4d6+9) physical; the lightning damage presumably doesn't come from its muscles so we won't even count it. In reality the hill giant club would be a mortal wound (but probably not instant death), the storm giant sword will cut you in half and cook the fragments, and we won't even get into what's left when a Tarrasque hits you. But in the end, D&D is not a simulation, it's a game about cinematic PCs fighting monsters.
Once you let physics in, it takes over the game. You will have players start arguing that their fireball should also push, blind, and deafen its targets, or trying to drown enemies with create or destroy water. If you start doing math or start talking about what forces the human body can handle, stop - you're going in the wrong direction. You need to think about what would be appropriate for the game and adjudicate effects that are in line with other things the characters can do. Cause the alternative takes your game completely off the rails.
You can let physics in your game without letting it take over. You should only be turning to real physics for things the game doesn't cover. If you open the door, and find yourself overrun by player complaints, you have two options: remind the players that you're the DM. Or, even more fun, give them what they want, and then apply the same physics they were wanting to their own characters and actions to their utter detriment.
Once you let physics in, it takes over the game. You will have players start arguing that their fireball should also push, blind, and deafen its targets, or trying to drown enemies with create or destroy water. If you start doing math or start talking about what forces the human body can handle, stop - you're going in the wrong direction. You need to think about what would be appropriate for the game and adjudicate effects that are in line with other things the characters can do. Cause the alternative takes your game completely off the rails.
You can let physics in your game without letting it take over. You should only be turning to real physics for things the game doesn't cover. If you open the door, and find yourself overrun by player complaints, you have two options: remind the players that you're the DM. Or, even more fun, give them what they want, and then apply the same physics they were wanting to their own characters and actions to their utter detriment.
Is it fun to TPK them essentially out of spite after you allowed the shenanigans in the first place? Or to selectively say no based on your own arbitrary decisions on when physics applies?
Once the door is open, it becomes a game of how far can we push things before the DM says no. And the more players focus on that, the less they are focusing on their characters, the story, and everything else you've prepared for them. It's fun for a wacky one-shot, but it will derail a real ongoing campaign. You can still use trap/hazard guidelines to make unorthodox plans worth trying without them being auto-win buttons, which is why they are there in the first place.
I do. The intention behind my post was humorous.
"Does the castle have finesse?" Would be my response to that level of shenanigans
Edit : didn't realize the first comment actually posted
That entirely depends on whether the creature is under the object and gets bonked or the creature avoids the bonk and takes the shockwave of the bonk instead
A 1000 lb rock is roughly 2ft cube or a tiny object, for example in game shape water with 5ft cube of water (medium obj) is7854lb and uses 935 gal water. Freezing a section of a wall of water with ray of frost 1x5x5ft would be 187gal of water and 1500lbs as ice
1000 lbs falling at you doesn't kill you if it doesn't hit you. It also doesn't kill you if it doesn't hit you all at once. If something gets in it's way- it might not kill you. There are so many ways I've not died. In real life. One of the guys I served with was run over by a truck. 2.5 tons. Bruised his ribs and smashed the plates in his armor.
1st) Check to see if the character notices it in time (relevant perceptions) if they notice it, they just avoid it. No damage.
2nd) Dex check to completely avoid any damage (if it's a 5 ft square or smaller) or if it's bigger your successful Dex check lets you make a strength check.
3rd) Strength check for half damage- it's something that's wider than 25 square feet area , you've made your dex check, now you grab a table or a book shelf or an apple cart and wedge yourself at an angle where it can't crush you without the thing you're wedging being totally pulverized
4) Con check for half again reduction in damage (it breaks on you/your gear) dispersing the kinetic energy
5) 10d10 seems about right.
6) Dex/Con check every turn to avoid crushing/smothering damage 10d10 per turn crushing/smothering damage until they're freed from it if they're still under it. 2 successful dex/con checks gets them free.
If you didn't see it coming and walk away or jump away you better be tough as nails.
I'd think about it in game sort of like rot grub swarms- a lesson learned for players- look up, check for traps.
i rolled low and pressed the wrong button, causing our tank (which did not fall but weighs 40 tons) to run over a shadow demon. the demon took 10d20 and died instantly.
Once you let physics in, it takes over the game. You will have players start arguing that their fireball should also push, blind, and deafen its targets, or trying to drown enemies with create or destroy water. If you start doing math or start talking about what forces the human body can handle, stop - you're going in the wrong direction. You need to think about what would be appropriate for the game and adjudicate effects that are in line with other things the characters can do. Cause the alternative takes your game completely off the rails.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Ummmm....what? You have 40 ton tanks in your game?
Obviously, this is overpowered, but if it's a rigid object, from a real world standpoint, the creature dies unless it's really big. Nothing less than the size of a giant will survive having half a ton dropped on them. For fun, definitely don't do this.
Pretty much nothing threatening after tier 1 is realistically human survivable. A 4d10 effect is considered a Deadly hazard or trap in tier 1, so that's a good benchmark for things that look like they would obviously kill a human.
In addition to pantagruel’s point. Doing this just changes the game into finding ways to drop things on people. One that often gets brought up is summoning a blue whale above the enemy’s head. Sometimes you just need to stay away from what would be realistic, and keep things as a game.
It also gets back to a post I made earlier in this thread: what exactly are hit points? Do they represent the actual amount of trauma a character's body can sustain before taking a fatal injury or are they the ability of an action hero to turn what should be lethal injuries into flesh wounds, near-misses, and otherwise inconsequential effects to let them survive a gunfight or being beaten on by three thugs?
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
If we want to get into gory physics: based on its build and its nominal height (16'), your average hill giant tips the scale at around 5,000 lb, and since giants are generally viewed as moving like jumbo sized humans, should have a similar strength to weight ratio to a human, but with close to three times the swing distance. Its build does not suggest a particular dedication to time spent at the gym, and its cardio is probably quite suspect, but we're still looking at somewhere around 30x human arm strength and 80x as much energy with its strikes. That's still not at the 60,000 ft-lb energy of the dropped weight (probably more like 8,000), but it's way more likely actually hit (a fall from 60' takes 2 seconds, good luck hitting a target that isn't completely immobile). Its bigger kinsman the storm giant isn't nearly as chubby but is a lot taller and probably tips the scale at around 16,000 lb, with an impact energy of around 40,000 ft-lb, and given that it's using a real weapon, not a club or improvised object, that's easily more dangerous than the falling object.
The hill giant does 18 (3d8+5) with its weapon. The storm giant does 23 (4d6+9) physical; the lightning damage presumably doesn't come from its muscles so we won't even count it. In reality the hill giant club would be a mortal wound (but probably not instant death), the storm giant sword will cut you in half and cook the fragments, and we won't even get into what's left when a Tarrasque hits you. But in the end, D&D is not a simulation, it's a game about cinematic PCs fighting monsters.
You can let physics in your game without letting it take over. You should only be turning to real physics for things the game doesn't cover. If you open the door, and find yourself overrun by player complaints, you have two options: remind the players that you're the DM. Or, even more fun, give them what they want, and then apply the same physics they were wanting to their own characters and actions to their utter detriment.
Ongoing Projects: The Mimic Book of Mimics :: SHARK WEEK
Completed Projects: The Trick-or-Treat Table
My Homebrews: Races :: Classes :: Spells :: Items :: Monsters
Is it fun to TPK them essentially out of spite after you allowed the shenanigans in the first place? Or to selectively say no based on your own arbitrary decisions on when physics applies?
Once the door is open, it becomes a game of how far can we push things before the DM says no. And the more players focus on that, the less they are focusing on their characters, the story, and everything else you've prepared for them. It's fun for a wacky one-shot, but it will derail a real ongoing campaign. You can still use trap/hazard guidelines to make unorthodox plans worth trying without them being auto-win buttons, which is why they are there in the first place.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm