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8:33 PM
@SevenSidedDie could you link me, please?
 
@AlexMitan @Pureferret This chat message.
 
Do you guys want me to fetch the actual concrete science that I made? I'm gonna have to browse my code folder
 
@AlexMitan I don't know that it'd be useful for the site's purposes. Being convinced on the probabilities isn't really the sticking point here?
It's that you haven't told us what you want help with.
 
I'm curios what are your opinions on first time players starting levels in 5e?
Should first timers start at level 1, or would it be okay to fastforward to level 3 to make things more interesting?
 
@SolidusVerum First time players? Level 1. The whole point of the quick L1–3 progression is to stage their new abilities so they have time to get the hang of things before having to understand each piece.
The cool stuff you get to choose at level 3 is easier to choose when you've been using the basic pieces they enhance for a while already.
 
8:46 PM
@SevenSidedDie thank you for the input, I think I'll go with level 1 then.
 
Another upside is that the quick advancement at the beginning feels great. :)
 
I was thinking that the cool stuff they get at level three would be really awesome to start with, but you bring up some good points.
 
I'd say level 2 at least
there's no balance at lvl 1 whatsoever, the players have just as much health as a goblin would hit for
at level 1 it's a gunfight, figuratively speaking, all hits are either one-shot-kills or misses
 
@AlexMitan well that's definitely good to know.
 
9:08 PM
@SevenSidedDie Well, it wasn't a flame war.
 
@BESW I was looking at the other answer before. Yeah, that got a bit heated.
 
9:26 PM
A goblin hits for something like... ugh, 1d6 + 3 or +2 or something?
and a goblin is really level 0,5
whereas an average rogue has around 8 health IIRC?
Our group dropped D&D 5e on the second session
Give it a try, if you have fun with it, go ahead
but have your players really know their own classes inside-out
It all broke down when we had to level-up the party, so make sure that happens smoothly
@SolidusVerum And also
you can use vaguely fate-style maps for combat, grid maps aren't worth it IMHO
 
I am unfamiliar with "fate-style" maps
 
even post-its with a few objects on them, connected to other post-its for rooms and areas, that's enough and much more fun to do
let me show you what I did for example
 
This is also useful for not using a grid:
29
Q: D&D 5e and "Theatre of the Mind" in combat

Neil SlaterOur target play style for combat encounters would be to use battle boards roughly half the time (when there is enough of interest in play that the tactics are fun to play out), and to skip that with faster "cinematic" combat otherwise. We have not been 100% successful. The problem is the numbers...

 
Thank you guys, I appreciate the help. Everybody is coming over in an hour or two to build characters and then hopefully I'll be able to let them into the world.
 
each paper has a large number on the back
and on the front the same number, little numbers that are the connections to other areas and maybe some elements like a weapon rack, a fire, a pool, hallway, etc
 
9:39 PM
Well that's a straight forward way of doing things.
I like it.
 
really easy, players don't care much about counting squares anyway
 
I am thinking of just letting my player run wild in a sandbox.
 
let them have the things they make up, if you're in a kitchen and another wants to grapple an enemy onto a stove
let them do it
 
Sounds like a blast to me... now I just have to put in a few more details into the world. Like some NPCs...
and taverns...
 
11
Q: Where is the "One-sentence NPCs" collection?

SevenSidedDieA while ago ChattyDM and someone else ran a couple contests where people submitted one-line NPCs. The collection of submissions was free to download, but now that I want to use it my google-fu has failed me and I can't find it anymore. Where is the one-sentence NPC collection?

That might be helpful. :)
 
9:43 PM
@SevenSidedDie you're killing it.
 
@SolidusVerum There's a lot of good stuff around the site that's built up in the 4+ years I've been here. :)
'Course, it's easier to remember the ones that have my fingerprints on them, so they're a bit skewed that way.
 
Bias never hurt anyone right?
 
10:21 PM
@AlexMitan I think you may be using "balance" to imply something we aren't getting.
For my part, I'm confused how balance comes into it at all. RFS likes both success and failure, and the dice pool mechanic creates interesting swinginess/curve results. This is neither good nor bad until compared to a gameplay experience goal which it does or does not meet.
 
11:10 PM
@AlexMitan I've read your question, comments, and chat stuff over a few times, and here's what I've got:
You ask if a highest-die mechanic would "work" in RFS. This can be answered trivially with a "Yes."
It's a system that isn't designed to have some kind of overarching balance, so changing the die mechanic doesn't really change the game.
You could change it to a success-based d10 die pool like they have in the White Wolf games, and it wouldn't have a significant impact on play.
You then talk about the way you test that these numbers are good, but you do so in a nonspecific way, and you don't give any precise numbers.
That's fine, by the way. We don't really need precise numbers for this kind of question.
Then, the question is over.
What everyone here has been saying is that you're missing an important part of the question, namely, what your goal is. If you said something like "Would changing the die mechanic to be highest-die flatten the success curve?", we could answer that.
If you asked if a highest-die mechanic would make it so that low-skill and high-skill characters can compete on the same level, we could answer that.
If you asked if there were any hidden problems that you haven't thought of with changing the mechanic to highest-die, we could answer that, though you'd probably want to ask more than just that.
 
Also: purely mathematical questions about dice mechanics, while on topic, are kinda wasting our citizens' RPG-specific expertise. If "does this work" means evaluating how it impacts the actual experience of play--how it affects choices and feelings amongst players, for example--that's something we can really dig our teeth into as RPG experts.
 
Basically, tell us what your goal is in changing the die mechanic, and we can help you figure out if changing the die mechanic will achieve that goal.
Oh, and the best question would be "How do I (achieve this specific goal) in RFS?", which you then self-answer saying "You should usea highest-die mechanic, and here's how it solves that problem."
 
11:29 PM
Aye, "how do I solve [problem]" is usually a superior frame to "does [solution] solve [problem]?"
 
@Pixie Hello hello helloooooooo.
 
OMG it's a pixies.
 
@IronHeart Hello!
@BESW [looks around, mystified]
 
Today, my Favourite Song Ever is Dance Apocalyptic.
 
@BESW Janelle is always wonderful. I think Wondaland is my favorite song from that album.
 
11:42 PM
@PatLudwig Hi!
@Pixie I have a new Favourite Song of hers every time I listen to an album. This is the first time it's been Dance Apocalyptic, though.
 
@BESW evening!
 
What's new?
 
@BESW True, they are all good enough to be favorites.
Wondaland is stand out for me though. It was also one of the first songs I heard of hers and completely won my heart. I bought the album immediately. :v
 
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