Not with the intent of being a minmaxer or anything like that, but how would you handle relativity in DnD 5e?
Relativity as in physics or as in the human morality?
>>49284140
The physics kind
>>49284095
I wouldn't. It's a world literally made of magic.
>>49284151
anyone hit by an object travelling at relativistic speeds gets instagibbed
>>49284095
I wouldn't. D&D already has Spelljammer to address material-plane physics.
>>49284095
Just what about relativity do you even want to model? It's a complex fucking topic.
>>49284095
There is a god of time. Time is relative to him. It is absolute for everybody else.
For that matter, there is no speed of light either. Light is instant, and definitely a wave of energy and not a particle.
Further, there are no elements the way we think of them. Take a rock. You can break it, and break it, and break it, and you will continue to get smaller and smaller pieces of that same rock, never an atomic particle. Although, at some arbitrarily small size, it simply ceases to exist.
Let me clarify something- I'm having my players fight subatomic beasties as the result of a lich fucking with them. I just wanted to know the mechanics of how I would handle relativity.
>>49284140
Well this is /tg/, so always assume incest if that's a possibility.
We wouldn't have 5e without it!
>>49284314
We're gonna need you to supply a stat box or something more as you seem to be talking about tiny things on a quantum scale rather than fast or massive things, which is more relativities' schtick.
The obvious way to get relativity into DnD 5e would be to port the fucking "Demi-Plane of Time" (not to be confused with the Quasi-Elemental Plane of Thyme, filled as it is with bones of dyslexic chronomancers) into your game and have it function a little like the matrix in early editions of Shadowrun or the back channel does in Toriko.
https://what-if.xkcd.com/1/