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Messages - HappyDaze

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1
The RPGPundit's Own Forum / Re: These FIVE men control your freedom
« on: January 22, 2021, 05:51:47 pm »
Free Speech was for the protection of "unsafe" speech so people could say unpopular, untrue, or offensive speech without any actual repercussions.
Free Speech was never meant to shield people from repercussions of knowingly making untrue statements.
Nonsense, free speech never required a pass through the fact checkers.
Sure, you can say it, but you're not protected from repercussions for knowingly spreading lies.
Yes, you are. That's exactly how free speech works.
You're a fucking idiot. Go lie about being a lawyer/doctor and then charge someone for legal/medical advice and try and claim it was "free speech" to do so. There's also slander and libel for a reason, and free speech again doesn't hold up when you're knowingly spreading false information. What a dumb motherfucker you are.

2
 
WOTC are not particularly subtle in their pro woke bias, but even they must realise the outcry a full on queer pre-gen character or key NPC would cause amongst the vast majority of their customer base, even though I am sure that is exactly what is intended for the future.
I don't think "the vast majority of their customer base" see the issue the same way you do.
Nor the way you do, either.

The fact is that no one knows what the " vast majority of their customer base" thinks about any issue, because there's no way to know.  Posts on the internet are 1% of the customer base (if that) and the most vocal and driven part.  Even industry surveys have a less than 10% response rate (something many companies lament all the time, and it's from the same group that has already screamed at them on Twitter).  So the only real way to know what your customers think is to see if they keep buying.  And not the "issue" or "book" with the change in it.  The one after the change, where your brand loyalty already has been destroyed.  Just ask the producers of Solo how that works...
I never claimed they see it the way I do. I never even mentioned how I see it.

3
The RPGPundit's Own Forum / Re: These FIVE men control your freedom
« on: January 22, 2021, 07:38:48 am »
Free Speech was for the protection of "unsafe" speech so people could say unpopular, untrue, or offensive speech without any actual repercussions.
Free Speech was never meant to shield people from repercussions of knowingly making untrue statements.
Nonsense, free speech never required a pass through the fact checkers.
Sure, you can say it, but you're not protected from repercussions for knowingly spreading lies.

4
Design, Development, and Gameplay / Re: Roll to Defend
« on: January 22, 2021, 06:44:30 am »
I'm interested in this thread since I'm about to run WFRP 4e. It has rolled defense (sorry, defence) with damage based on Base Damage (per weapon, usually modified by Attacker's Strength Bonus) + (Attacker's Success Levels - Defender's Success Levels) - (Defender's Armor + Defender's Toughness Bonus). In theory, it has all of the elements I like applied in the ways I want, but I've heard it can be cumbersome in play, so I'm curious as to how it will shake out at the table.

5
The RPGPundit's Own Forum / Re: These FIVE men control your freedom
« on: January 22, 2021, 06:35:59 am »
Free Speech was for the protection of "unsafe" speech so people could say unpopular, untrue, or offensive speech without any actual repercussions.
Free Speech was never meant to shield people from repercussions of knowingly making untrue statements.

6
 
WOTC are not particularly subtle in their pro woke bias, but even they must realise the outcry a full on queer pre-gen character or key NPC would cause amongst the vast majority of their customer base, even though I am sure that is exactly what is intended for the future.
I don't think "the vast majority of their customer base" see the issue the same way you do.

7
The RPGPundit's Own Forum / Re: Covid, the "lockdowns" etc.
« on: January 19, 2021, 07:13:17 pm »

The ICUs still not over whelmed?

Any day now, I am sure.

For some,  it's already happened. For others it may never happen. We aren't all having the same experience of Covid, not by a long shot.
Reasonable responses to Shasarak's obvious sarcasm (easily detected by his use of black type) are a waste of time.

8
Scale dice modifiers replaced die caps starting with 2e. It's not a fan created system. It actually works really well in play.

I have a copy of the 2nd edition rules, (the blue book) and it still has the dice cap system. Was it later in 2nd edition that they changed it?
I know it was in 2e Revised & Expanded, but I thought it started with the first 2e. I haven't looked at the first 2e book in well over 25 years though, so I can't say for sure.

9
I talk a lot about combat because Star Wars involves a lot of combat. The rules for skills seem just fine. Roll a bunch of dice and beat a target number. And non-combat interactions are pretty much the same no matter the system.

Looking ahead, I'm considering the scaling system.

In 1e, scaling in dirt simple. You roll just 1d6 for damage against vehicles, or 2d6 if you have a big repeating blaster. Vehicles double their damage code against character scale targets.
But the Companion has a different system, and introduces a bunch of different scales.
Character - Speeder - Walker - Starfighter - Capital Ship - Death Star
And a "dice cap" system, where if you roll higher than a set number, the dice is discarded. Affects damage, attack and hull/strength rolls depending on what's being compared.
Ex. A character shooting at a walker discards any damage dice that roll higher than a 2. This means fewer dice will actually be counted, and the ones that do are low rolls.
This... isn't bad, but it's really clunky.
The walker attacks back, and it's attack roll has a dice cap of 4. So it's harder for the walker to score a hit on a character.
Etc.

The fan created expanded edition has a sliding dice scale, you add or subtract the dice difference between scales.

None of them particularly appeal to me. The Rules Companion dice cap system is the closest to 1st edition, so I'll probably just use that and wish that WEG had come up with a simpler system when comparing different scales.

I'm also pulling in the 2d ed rule that rolling Str x2 greater than the damage roll means the attack has no effect.

Might get a chance to play this weekend. If we do, we'll finish up the intro adventure, and then move on to delivering the droid to NR Intelligence, and then open up the campaign and make it a little less linear.
Scale dice modifiers replaced die caps starting with 2e. It's not a fan created system. It actually works really well in play.

10
The RPGPundit's Own Forum / Re: Covid, the "lockdowns" etc.
« on: January 18, 2021, 06:16:38 pm »
I am a health care professional, and i agree that it is a good thing. There are a lot of other factors to consider too, but as far as ICU utilization goes, those are pretty good.
The problem is state-wide averages aren't a particularly useful metric. If every hospital is running at 75% capacity, that's great. But if 1/2 the hospitals are running at 100% capacity and the other 1/2 are running at 50% capacity, that's terrible. A more useful measure would be the number or percentage of hospitals exceeding various thresholds.
Even that is prone to issues.  For example,, a community hospital with 8 ICU beds needs to be differentiated from a major hospital with 150+ ICU beds. That's part of what I summed up as "a lot of other factors" but overall loads are a good place to start so long as your medical transport capacity can redirect/divert to balance those loads somewhat.

11
The RPGPundit's Own Forum / Re: Covid, the "lockdowns" etc.
« on: January 18, 2021, 04:03:06 pm »
I know people like numbers so here are some from Ohio.  We've had a complete mask mandate, where businesses are threated with shutdown by the state if they allow people w/o masks inside, for several months now.  No lockdowns recently but we are under curfew from 10pm to 5am.  According to the Ohio Bureau of Workers' Compensation (who report the governor's press releases) update I got last Thursday:

Quote
A county-by-county breakdown outlining the presence of COVID-19 in all of Ohio's 88 counties can be found on the Ohio Public Health Advisory System's website.  All 88 counties have a level of spread that is at least three times more than what the Centers for Disease Control and Prevention (CDC) considers high incidence.

Governor DeWine also discussed key measurements regarding incidence cases per 100,000 residents over two weeks, as well as regional COVID-19 ICU utilization.

"We saw new cases per capita at the statewide level increase since last week, which indicates that COVID-19 continues to spread in both urban and rural communities throughout Ohio," said Governor DeWine.

There is a pretty little info-graphic with one map showing the incidence rate and the other the ICU utilization.  The numbers show average incidence up over the previous week from 656.6 to 739.8 while ICU utilization dropped from 28.8% to 26.8%.

It looks like the highest ICU utilization is somewhere around 35-40%.  It is hard to tell because it's just one of those different shades of blue sliding scales.  It is definitely under the 50% mark though.
Does it match these numbers?
https://coronavirus.ohio.gov/wps/portal/gov/covid-19/dashboards/key-metrics/hospitalizations

Overall covid patient counts have been steadily but slowly dropping since the start of the year. Covid patients in the ICU and on ventilators seem fairly stable. Overall ICU utilization has been hovering around 75%, but covid patients only make up about 20%. Only about a 1/4 of ventilators are in use.

Yes, my impression (and it is only an impression, I am not a health care professional) is that if you can keep the Covid ICU utilization under 30% then you are at least below the "highly-stressed" level. That should be a good thing.
I am a health care professional, and i agree that it is a good thing. There are a lot of other factors to consider too, but as far as ICU utilization goes, those are pretty good.

12
Pen and Paper Roleplaying Games (RPGs) Discussion / Re: Support Your FLGS
« on: January 18, 2021, 04:00:35 pm »
When I first moved to Florida,  I rented a "vacation house" in a community of the same. They had a clubhouse with four rooms that could be reserved by tenants (at minimal cost on weekdays and more on weekends)for things like parties. These were good for gaming, but the clubhouse locked up at 10pm, so we had to cut our games a little short (and couldn't start them earlier as people had to work during the day). It was a small benefit I reluctantly  gave up after I had a house built and left that community.

13
Pen and Paper Roleplaying Games (RPGs) Discussion / Re: Support Your FLGS
« on: January 18, 2021, 11:22:31 am »
One guy ran a demo of a Conan board game and it was so neat that I bought a copy, and later I found out that he got in trouble because some of the stuff he was using was from a kickstart instead of from the store so he was told not to run demos any more if he couldn't follow the rules.

If true, this is probably one of the dumbest things I've heard of a store doing. Please, don't run games at our store that results in direct sales if you use something literally unattainable from the store itself.

Especially in combination with the fee to play.

I can understand the fee (though I think that varies by city - likely not viable in the cities where people are likely to have game space at home) but once you have the nerds paying to come hang out at your store, let nature take its course and they'll buy a decent chunk of stuff.
I've seen a place that had pay to play, but every purchase (books, minis, snacks, etc.) included credit toward this. If you wanted to play in store, regular buying habits made it essentially free. If you didn't,  it was a freebie you could ignore (it wasn't transferable though except on gift purchases, so use it or lose it). Worked well enough for that store for over 10 years.

14
If you experiment with counters, count up, not down

If you count down, every player has to have ALL their counters, and then when they take damage, they have to physically put them somewhere else.  If you have 5 people at the table, and they each have 40 hit points, you'd have 200 counters at all times.

On the other hand, if you count up, you can have a single container with 200 poker chips (or use values like white = 1 / blue = 5 red = 10) so if each player has taken 10 points of damage you only have 4-40 tokens in play.  It's also easier to see that someone is getting hurt if they have a big pile of damage sitting in front of them versus having a small pile.  Monkey brains are good at associating big piles with big amounts. 

It's easier to track damage than health if you use a physical token.
If you have a shared source for the points not actively assigned to PCs, then it makes no difference if they draw from a full common source or toss into an empty common source.

Mathematically?  No

In practice?  Yes.

When you have a pile of 200 pennies and you start tossing into a bank, when you die it's really easy to realize you dropped 2 or 3 (or your neighbor accidentally harvested them when they encroached on his table.  Picking up pennies and putting them in your pile makes them a bad thibg and they're not going to end up where they don't belong.

It is possible that someone will end up with too much damage and not realize - the difference between 190 and 200 is hard to eyeball - it's much easier to see the difference between 10 and zero - but combined with reducing counters (using quarters in place of 25 pennies for example) it isn't much different.  I'm not going to expect you to be a genius, but surely you can count 8 quarters without taking off your shoes?
My players have used a token system with spell slots, and they quite like the diminishing pool of resources as 0 (pool is empty) is a very natural end point for counting. If you reversed it and accumulated tokens, you have to remember each character's particular thresholds.

15
, and magic that is quite dark and risky - and you can fuck yourself if you use too much of it.

I don't believe you.  I mean, I believe that you want to believe that using magic is dangerous, but in reality, you want it to only be a mild inconvenience.  If your character fails to cast magic missile and instead summons Orcus leading an army of undead-demons, that would be 'dark and risky' but it would also end the campaign.  A lot of the fun of D&D comes from thinking that bad things could happen, but it usually isn't actually fun when it does happen. 

In a novel or a movie, the heroes win in the end.  In D&D there is no author to ensure the right outcome is achieved, but the GM is trying to set up a scenario that is difficult but winnable - get the balance right and it's fun - you need to believe that failure was always possible, but if that's what usually happens, I doubt you'd be pulling up to the table week after week. 

Players and their characters have to make the story happen, and for that to have meaning failure has to be possible but it doesn't have to be probable.  The fact is, low probability events happen all the time - if you do double Nat 20 = instant kill, we'll, odds are good that a PC will bit it over the course of 10 encounters with 5 or more enemies lasting 3-4 rounds - approaching 50%.  Knowing it could happen does make combat feel dangerous, but having your 20th level character taken out by a 1st level scullery maid throwing a frying pan is the antithesis of heroic escapist fantasy.
Are you familiar with WFRP? It's fairly popular, and it features both high chances of character failure (including death and permanent maiming) along with a magic system that can have some horrendous miscast results. It's not really for those that only want "mild inconvenience" from their failures.

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