Tuesday, November 4, 2025

REPOST: The Articles of Dragon: "Realistic Vital Statistics"

I am nothing if not tedious and repetitive, so, when turning to issue #91 of Dragon (November 1984), it was pretty much a given that I'd talking about the article "Realistic Vital Statistics" by Stephen Inniss. The article is a near-perfect exemplar of the Silver Age of D&D, with its concern for providing referees with the tools needed to inject "realism" into their adventures and campaigns. In this case, the author's concern is for the fact that, according to their descriptions in the Monster Manual and Players Handbook, dwarves are implausibly heavy, standing only 4 feet tall and yet weighing 150 pounds (on average). According to Mr Inniss, if one extrapolated this weight for a 6-foot tall human male, he'd weigh over 500 pounds! This, he says, violates a fundamental rule of physics – the square-cube law, which states that "the weight (or volume) of an object is proportional to the product of its linear dimensions (height, length, and width)." Using a realistic model, a 4-foot dwarf should weigh only about a third the weight listed in the AD&D books.

The article thus provides a series of tables for generating more plausible vital statistics to replace those in the Dungeon Masters Guide. For what it is, the system is pretty easy to use: the tables are clear and the variables aren't difficult to keep track of. But, ultimately, I find myself wondering why anyone would care about such a system. Mr Inniss notes that giants in D&D show no signs of appropriate adaptation to their height and (presumed) weight, meaning they're not very plausible as typically presented. Having said that, he then dismisses the concern by saying
Fortunately, their world is a magical one. They are probably supported by some permanent variant of the levitate spell, with bone-strengthening magic thrown in for good measure. Interestingly, the larger giants (storm and cloud giants), like the equally huge titans, have true levitation powers perhaps a natural extension of the talents of their lesser brethren.
It's, in my opinion, a perfectly valid solution to this "problem" of the height and weight of giants, but, if one can accept this when dealing with giants, why is the weight of dwarves an issue? Once you admit that the world is magical and therefore exempt from inconvenient physical laws that would get in the way of fantasy, where does on draw the line? Mr Inniss anticipated this line of thought and attempted to counter it.
Since this is after all a fantasy game, it might be argued that it doesn't matter how much dwarves are defined as weighing. However, it is just such realistic-looking details as a character's height and weight that make for a more willing suspension of disbelief during a game session. Otherwise, why bother with such statistics in the first place? Plausibility, or "realism" as it is sometimes called, is definitely a factor in the enjoyment of even a fantasy game; the more so where the game makes a relatively close approach to reality.
I'm far from convinced by Mr Inniss's rejoinder, but, leaving that aside, when was the last time that a character's precise weight mattered in a game? I can't recall its ever mattering in any games that I've run. Height is a little more useful, though, even there, I can probably count on one hand the number of times I ever allowed or disallowed a character action based on height. For me, knowing that a dwarf weighs 152 or merely 52 pounds is about as vital as knowing whether he has brown hair or red.

But that's just me.

25 comments:

  1. IIRC, in one of Joel Rosenberg’s Guardians of the Flame books, it’s a plot point that dwarves are so dense they sink and can walk along the bottom of a body of water.

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    1. It is! Bandylegs has interesting water encounters.

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    2. I've run games with sinking dwarves. It's a bit nasty if you like to do waterborne adventures...

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    3. Well, that actually tells you something. Water is a little tricky because everyone "kind of" sinks in water, so calculating a Dwarf's mass might be better if you calculate it based on whether on not he sinks in something dense, like lava. Water's density is 1,000 kilograms per cubic meter. Obviously Dwarves are much more dense than that, but humans aren't much less dense than that.

      But no human "realistically" sinks in lava. It is almost 3 times as dense as the normal human being. We'd backfloat on top of the lava. Sorry Gollum, you suffered a lot more than the movie showed. (He should have broken his bones at the end of the fall, and then seared violently before charring to a crispy black body of steaming soot.)

      In Dwarf Fortress, Dwarves do, indeed sink in magma, so you could use that density (3000 kg per cubic meter) and know that Dwarven density at a very minimum must be greater than that.

      Let's assume, since the Dwarf is still ambulatory, that he can be no more dense than the African Elephant, the densest known "realistic" animal in nature.

      If therefore, an African elephant of 350 cubic meters weighs 3000 pounds, his density is about 4 grams per cubic cm, or 4000kg per cubic m.

      An elephant will sink in lava for sure at that density. so let's just say a Dwarf is about 3.5 g/cm3. If so, at 4 foot tall Dwarf occupies about .02m of volume (using displacement method, naturally), and he weighs 150, then he could easily have a density of 3.742 g/cm3.

      tldr: 150 lb, 4 foot dwarves, if they sink in lava, are about as dense as elephants, and absolutely are far more realistic than the 40 lb dwarf of the same height who would skip noisily across the hot surface of lava were you to toss him, due to his lack of density.

      Thus, the true realists were Gygax and Arneson all along.

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  2. Well, if you're hauling said dwarf's corpse to cleric to be raised, the 100 pounds can make a huge difference - that's a good sized sack of coins you could carry!

    Jokes aside, some pressure plates might be calibrated to go off only for heavier targets (so that pesky kobolds that set them up can go through unbothered).

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    1. Confession: Of the few occasions where we refused to let a dead PC rest in peace, we resurrected a total of:

      7 humans
      1 elf
      0 halflings (but we came close, but we only wanted to play 50% of the offering)
      0 dwarves

      In fact, when our dwarf died during The Aerie of the Slave Lords, we fired his corpse from a ballista onto the other ship.

      Not one of us knew what a ballista was. I think we were all imagining a trebuchet.

      I'm pretty sure weight was not calculated when Fornlorn (and his Horn of Mourning) ended up punching a hole the deck..

      Real physics and D&D are bad mojo. Do not attempt.

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  3. I recall in an adventure (in Dragon?) a floor would break dependent on a character's weight.

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  4. I don't think he takes into consideration biological factors such as bone and muscle density. Besides that, who really gives a sh*t. It's a game with elves and dragons.

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  5. I guess he had never weighed an Orangutan? Short dense creatures.

    Back before you could Google something and find real world examples i guess you could think dwarfs were un realistic, but it all seems very plausible.

    From Wikipedia

    "Orangutans display significant sexual dimorphism; females typically stand 115 cm (45 in) tall and weigh around 37 kg (82 lb), while adult males stand 137 cm (54 in) tall and weigh 75 kg (165 lb)."

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  6. But the point is not just magic is available in the world, but that Dwarves are not just humans reduced in size. They are a different race entirely. They probably still use their appendix and it works to digest things that would kill a human and its heavy (and tasty if you ask an Orc), and their liver is double the normal size and extra heavy (so they can keep drinking without a hangover). They have smaller lungs, not designed for long distance running but for short bursts of high energy and filled with filters to deal with the dust and dangerous molds found underground. If you wanna make things logical do so within the fantasy.

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    1. This. Dwarves are built differently than humans, so just blindly applying the square-cube law isn't correct.

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    2. Jim Hodges----
      Oh, I liked this assessment of dwarves!

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    3. I have to say, this was just intuitive to me as a 12 year old DM (plus these are species, not races, but that's an old, old issue in rpgs so lets leave it lie). Just as, say, panthers have muscles that intersect their bones differently and complement its digitigrade stance, allowing explosive movements that belie their size, I assumed there were all sorts of anatomical differences with Dwarves, Elves, whatnot, that complemented where they lived, how they lived, etc. al. that were probably invisible to the naked eye. Yes, that's "realism" of a sort, but no, it never, ever came up in our games as far as I can recall. I know I never gave thought to lung and liver size, but yeah, that makes complete sense and in fact, I think I'll make that canon in my gameworlds as of now. There. No Dragon article needed!

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    4. James' Dwimmermount Dwarves are awesome in this general way.

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    5. Oh, and yes, I run dwarves as shorter for their weight than normal, assuming a combination of higher density and bulkier build.

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    6. Daniel,

      Thanks! Even after all these years, I'm still rather proud of what I did with dwarves in Dwimmermount.

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  7. "when was the last time that a character's precise weight mattered in a game? " - it has mattered many, many times. Teleportation, dimension door, telekinesis all have weight limits. Encumbrance status when carrying a paralyzed, petrified, or dead character.

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    1. Telekinesis had a weight minimum of 125 pounds at the first level it was available (and I think a minimum of 300 in B/X), and included the average Dwarf by the time the caster had advanced a level. Dimension Door had a 500 lb non-living matter weight limit, and a 250lb living weight limit, so that wouldn't have been affected by transported Dwarves, living or dead. Teleport likewise had a weight limit of 250 lbs in addition to the caster, so the Dwarf was well within that limit, even if heavily encumbered.

      So converting Dwarven Weight to Hafling Weight for the purposes of "realism" really didn't have any effect on gameplay.

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  8. It would have been more interesting if he had approached the topic from the viewpoint of "why are dwarves so heavy? How do giants move under their own weight?" I think that's a more imaginative way to look at the issue.

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  9. Jim Hodges----
    I have had the issue of weight in fantasy gaming thrust at me before when looking as a teenager at a poster of the different species of dragons, and the weights listed said a mature green dragon weighed "millions of pounds." WUT???? Even at fourteen I knew not only would these creatures never be able to fly, they'd sink into the earth as they walked!

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    1. How do they fly? Why would an animal evolve flight as well as fire breathing (two hyper specializations are very unlikely unless one supports the other, hint hint)? Track down a copy of Peter Dickenson's The Flight of Dragons (1979). One of my favorite books as a kid, it'll blow your mind. Magnificent art, too.

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  10. The average weight of a an obese BMI 4-foot tall adult man is 150 pounds. By no means an impossibility in the "real world". Dwarven BMI is at least one SD higher, if not two, than humanity.

    So an obese Dwarf could be well over 200lbs. The TSR "reality quest" (which not three years earlier had been ridiculed with abandon by Gygax himself) mixed with Hickmania was an express train off a cliff with stops only in Fauxtopia and Boringville.

    It was this kind of engineered distractification that led to fun-sounding adventures like the Isle of the Ape suffering the "realistic" transmogrophication into a cakewalks because no one paid attention to how effortlessly an 18th level party could combine CHA, Charm Person and Charm Monster as all of those thing scaled "realistically." The pulpy Skull Island melted rapidly into a rousing game of Friendship Village, all because rules engineers had robbed upper level play blind, leaving wandering lord PCs in the middle of a "realistic" reward loop.

    Once I switched to I.C.E., I rarely DM'd using modules in the campaign at all, and the other DMs scripted entirely off the top of their heads (seemingly - it was marvelous.) But I wonder how much of my disdain for modules for upper-level play has nothing to do with the modules, and everything to do with the developers losing sight of the purpose of rpg game rules: fair play and fun, not real-world simulation.

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    1. "The TSR "reality quest" (which not three years earlier had been ridiculed with abandon by Gygax himself) mixed with Hickmania was an express train off a cliff with stops only in Fauxtopia and Boringville." - Is this too much text for a t-shirt? Would anyone get it? Because man, that's a quote for the ages right there. Well done, fellow anon.

      - a different anonymous.

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    2. Oh the first Anonymous is me. Sorry! I'm such a gloryhound.

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  11. In the Cold Iron game I like to run, the Size attribute is based on weight. And then Strength is derived from that by the square cube law. I've derived the size of giants from their given height and then derived the Strength from that, and then I have sort of shelved them as being so strong they sort of break the weapon system. Someday I will revisit them. There are two different formulas for Strength from Size whether the creature is natural or magical.

    What the system doesn't talk about is the maximum practical size for a humanoid (with separate maximums for natural and magical). That would be an interesting thing. It actually would be pretty simple to compare the carrying capacity to weight, indexing off humans, to determine if the giant actually has enough Strength to carry the weight of their Size.

    Outside of all that, a character's weight becomes encumbrance for their mount. Also some spells work with weight.

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