slight armoring-simulationist question: what would be a feasible way to keep a helm handy without having it on your head all the time?
I was thinking of either using a strap/chain + clip or snap to attach it to one's belt (albeit with need for a bit of fumbling) or just chaining it permanently to the upper part of her pack so it just hangs on her back and she can reach back and throw it on
@Shalvenay Helmets usually have some sort of chin-strap to stop them being knocked off in battle. Hanging it by this, from a hook on your belt or somewhere, is probably the most realistic option.
(I'm assuming a full-face helmet, not a skullcap type)
Chaining it to your pack would mean you can't drop your pack if you need to, and it may impair your movement if the chain is too short. Also, it'd be difficult to "reach back and throw it on". They're not exactly lightweight.
you have a chain, and a helmet. put the chain through the edge of the helmet. put a slot in the helmet somewhere and put a strap or the chain through the slot.
or, revisiting what Adeptus pointed out, helmets already have a strap attached to them. The chin strap. You are using that strap to attach it. There is no extra hook, chain, or strap to add to the helmet to worry about. You use the chinstrap to strap the helmet to your belt.
and you don't need a third strap to attach the chinstrap to your belt (which is, itself, just a very large strap)
you are in a big suit of armor. "my helm is sitting awkwardly at the back of my hip" is the least of your concerns in terms of what is sitting awkwardly.
also, the helmet, being a big round thing, is always going to sit awkwardly.
but, if it's any consolation, you could probably use your helmet to store your gloves, or a towel, or maybe put a towel in there to pad your flask of ale.
now you have a hipflask! and a helmet! and, when you need to take your hip flask out to put your helmet on, down the drink for courage!
* drinking before deadly swordfights may actually be an extremely bad idea
@doppelgreener There was an episode of How I Met Your Mother, I think, where the episode's premise was that different types of alcohol provoked different reactions in the characters - brandy makes you friendly, vodka belligerent, and so forth. This could work as a basic taxonomy of booze -> potions.
@Miniman It was one of the later and far, far inferior seasons, but I seem to remember it was one of their returns to form, where they did what they do best - mess with the genre format.
If I have a d10 and I'm trying to get a fairly high result (maybe my opponent will roll a d10 as well and I need to beat them), and I get 3 rerolls, I can do a risk/benefit analysis of each reroll. "Is it worth trying?"
If I have a d10 and I'm trying to beat 7, the landscape of this puzzle changes completely. It's much simpler. Keep rolling until I get over 7, nothing to lose.
e.g. I get a 5, 2 and 2 and I'm trying to beat 16. Do I reroll just the 2's and risk not getting 11 total between them, or do I reroll the 5 as well and risk flunking that one?
From the looks of it, it's a system which seems to be about risking it all for a better result, but ends up being a mathematical exercise with optimal plays.
Now, if the results varied as well, and you had to decide between dealing 20 damage you rolled (or getting 20 on your check, whatever), or risking it for a greater chance of more, and 20 was a threshold of some kind, it'd be different.
What I mean is, if you rolled 1 success, and you have a choice of risking it for two successes or zero, you may have to consider if zero successes wouldn't be a disaster, even if it's not likely. That would be a risk vs reward decision, rather than pure maths.
Right. The question as stated, "get me the highest number possible", is boring, as there's the right answer. In the context of what those numbers mean, it could work.
You are sort of right, in that the optimal threshold does appear to increase with the number of rolls. But it looks like it's a bit less than 0.6 still for two rolls.
Now this does assume that p is constant across both rolls.
That said, I can't help but think that the question "With this dice mechanic, what is the optimal strategy to maximize expected output?" might be a lot more interesting than the original one.
Let p be the threshold, which is the probability that we roll the die again. We can then break into two paths: 1) We get over the threshold with probability (1-p) and expect a value of (1 - (1-p)/2) (the midpoint of the upper range). 2) We are under the threshold with probability (p) and expect a value of (1/2) off of the reroll.
This means our expected value for a single reroll with threshold p is (1-p)(1-(1-p)/2) + (p)(1/2). The first WA plot is the expansion of that function, and we see that it in fact maximizes at (1/2).
The second one is the first injected back into itself, because instead of the follow-on expectation being 1/2, it's now the expectation from the single reroll scenario.
It is my impression that a large number of the questions of the form "Can I do this?", "Does this feat allow me to do that?" and "How does this interact with that?" are generally the result of a poor understanding of the "action economy" and the "specific beats general" rule in Dungeons and Drago...
It is my impression that a large number of the questions of the form "Can I do this?", "Does this feat allow me to do that?" and "How does this interact with that?" are generally the result of a poor understanding of the "action economy" and the "specific beats general" rule in Dungeons and Drago...
Me too. I think the sentiment there was ok - we get a lot of questions which can be answered with "That needs an action, so you can't do it with your bonus action attack" (or similar). I think he was trying to provide a question which all those questions could potentially be closed as dupes of, but it just ended up as kind of a mess.
Questions created with this sentiment don't seem to do too well, generally.
It is my impression that a large number of the questions of the form "Can I do this?", "Does this feat allow me to do that?" and "How does this interact with that?" are generally the result of a poor understanding of the "action economy" and the "specific beats general" rule in Dungeons and Drago...
My perspective is that the world of RPGs is a rich and beautiful rainbow of diverse options for a thousand different wonderful things you could enjoy doing, and that D&D and Pathfinder are a dull greyish brown. Go explore!
@Adeptus Pick an aspect of D&D and Pathfinder that is the part you actually genuinely enjoy and I can probably point you toward a game that does it without the enormous amount of baggage presented by the rest of the system. Unless all of the system is exactly what you want.
@Tritium21 Sure, but you can find Fate groups, and so on and so on groups.
to be fair, my group was only doing D&D 3.5 for a while, and then hesitantly switched to 4E, then it took even more wrangling to try any system that was not D&D based
@Tritium21 A good strategy for finding a group for a game is not finding people already playing a game and telling them to play a different one for no reason. So, yeah, you're right, that's not a good way to do things. I get you're venting frustration at me but I am not telling you to do anything except that you asked which game to get back into and I said to try other ones.
Playing a game because you're resigned to the fact you'll never play any of the ones you want to play and actually find fun is an awful reason to play a game.
But, I have personal bias in that. I have no particular need to roleplay when it won't be fun. Whatever I get out of that, I satisfy through alternate means as well.
@Tritium21 That's not a great way to join a group, no. But once you're part of a group, suggesting "lets try a different system next time" should be fine, I'd hope.
I tried to find a question on "How do I get my group to try a different system", as I was sure I saw it, but couldn't. If it's really missing, could be a decent thing to ask.
@Tritium21 It was not intended as condescending. You asked my opinion and I gave it. My opinion is that D&D and Pathfinder aren't great games, are weighed down by a billion pounds of baggage, and we've got an enormous amount of fantastic RPGs available nowadays.
I always play roleplaying games with the same friends. We have a lot of fun, but I'm always a bit frustrated by the fact that they always resist when I propose to try new roleplaying games. Even trying different editions (like Blood and Smoke instead of Vampire: The Requiem) is opposed by some pl...
@doppelgreener Not my question. For example, I am perfectly happy to not be playing any RPG, but I actively enjoy playing D&D 3.5 and get a lot of fun out of playing it. My question is, is the implication (that you personally do not get any fun out of D&D) correct?
So, if you really want to know 3.5e or Pathfinder, there's one question: Do you want the martial vs caster gap to be large or very large (or do you not care), and which side of it do you intend to be on?
@Tritium21 Well, taking the question at face value, out of 3.5 and PF, I'd say 3.5. But I've never actually played PF, so you should probably ignore me completely.
@doppelgreener Pathfinder developer posted something to facebook (or similar, I don't recall exactly) about how weapon cords (like Wii Remote wrist straps; made to make recovering from a disarm easier) were getting nerfed because he wrapped his computer mouse cord around his wrist and spent an afternoon trying to throw it into his hand.
Many agree that D&D 3.X has a tier "problem" (or system or classification, depending upon your preference). I enjoy the basic rule set of 3.X but have a hard time having fun with a system that is so unbalanced. Even when my group and I are all playing lower tier characters, I still feel as though...
yeah,... I don't understand the mindset of trying to make super realism in a game along with things in that exact same game that just flat out are impossible
not even just stuff that doesn't exist, at least yet
like light speed spacecraft or something, which may or may not actually be impossible, but outright magic, which as far as I know or think does not actually exist
if a guy can run around casting fireballs, maybe his fighter buddy should not have huge issues holding her weapon in a proper fashion because you (some nerd who develops games for a living XP) have trouble swinging your computer mouse around.
@Magician also this, this is not actually a practical thing IRL
I mean, I am sure some people have managed it IRL, but even if they have, those same people probably would have been even more awesome using one weapon
and probably a shield in the other hand or something
@trogdor I've done some renaissance fencing, and two swords can be very effective. But that's rapiers. Longswords or similar would be a different matter entirely.
The worst part is, with the culture of the game suggesting martial classes as easier for new players, the more powerful classes are generally going to be in the hands of the players who are better at the game anyway.
I mean, I don't really want to go so far as to say no one should be playing D&D, but I will go far enough to say I personally would not relish going back to any D&D system other than maybe 4E, and even then the fights in 4E just take too freaking long
13th age so far looks like it has at least almost everything I miss from D&D without adding in most of the things I did not like in D&D
I mean, I have only played one session of it, but that one session had 3 fights, I think, and none of those fights took 2 hours by itself
and we still got some bits of just role play or NPC chatting in there too
I just still can't get over a guy apparently throwing his mouse around and equating that, apparently, exactly with an experienced fighter swinging around a sword
Two and a half fights, I'd say. With players who've never played in that system before, and using roll20 which we've never used before. Not too shabby.
(you've stomped the rustlings much faster than I expected)
but I think, in 4E, that fight would still have taken longer anyway
or it would have been even more astoundingly easy
cause 4E minions die in one hit, and some of us might have had AoE to just wipe them out, or we might have missed a lot more cause there was no such thing as escalation dice in 4E
13th Age doesn't have auras or zones, two of the things that had the most significant impact on encounter length in 4e, in my experience. It also avoids analysis paralysis, for the most part, by relying on randomization.
Take flexible attacks: they're kind of at-wills of 4e. But instead of staring at the 3-5 options you have each turn, you roll the die and get 1-2 options afterwards.
or maybe not, I thought there was, there is a "Dread House" that is the one I'm thinking of, it's a board/card/rpg that also uses Jenga. basically Dread for kids
I'm always a fan of mechanics that integrate the feeling that the story or setting or whatever is trying to evoke. That's why I think Dread is so cool. When that tower gets precarious, it's not just the characters that are tense performing an action.
So this isn't necessarily an RPG question, per se, but I was wondering if anyone had any experience doing this kind of thing. I'm going to be writing up a journal to be used as a prop in a mega game that I and two other friends will be running.
It is the deranged journal of a man who is caught in a time loop, continually going back in time and killing the new version of himself he encounters in that timeline, and then going back in time again. He's trying to find a way out of the loop, and is thoroughly insane. Anyone got any tips or ideas of how to get into this character's head and just punch out an awesomely creepy journal for players to find?
@sillyputty Two things I think could be useful to make it a nicely creepy read:
1) Use the first-person for everything. "I surprised myself this time, and tried running towards the beach, but I know I couldn't get away with it for long. I drowned myself this time. It was messy, but got the job done".
Using the first person for both people in the narrative can give a nicely confusing twist.
@trogdor To start, this is a Cthulhu Universe. He only figures out how to travel back in time because he was a high level scientist exposed to The King In Yellow and it spoke to him. He also takes the Liao drug. So, yes, crazy. But everytime you go back in time in this universe, you actually go to the nearest alternate universe. So he keeps killing alternate universe versions of himself.
He does that because the first time he did it, finding an alternate him made him snap, and now he's trying to reset what he's done and somehow get back to his own universe, if only he can figure out how.
Secondly (and somewhat contradictory), be clinical and detached: "#341 involved a rock to the back of the head. Quite similar to #122, except the angle was slightly different, and caused a different fracture to the back of the skull. A second strike was necessary, and there were more convulsions this time, for 8.2 seconds".
@trogdor Yes. He hates the alternate versions of himself cause they make him feel less "real". And he thinks that maybe, if he kills "himself" in the right way, it might help him get back home. He has other theories about what might do it, too, but they're all equally crazy/fruitless. When you travel back in time, not only do you move dimensions, you destroy your old one. Oops.
After two and a half years of having to use online tools to facilitate RPG night, I have managed to find enough people who don't have schedules made of liquid chaos, and I can run an actual game, with REAL dice, in meatspace now. Yay.
Depends on the DM. Personally I fudge nearly every fight because my players have very powerful characters so letting them all have max HP wouldn't make much of a difference.
But if you are running a "balanced" game then it might make a big difference in which case you might either not allow them to use that section or not give them time to do it.
@Pureferret He does, possibly in a giant robot. At least in that setting.
@Pureferret Also in that setting, the Migo have created a fake alien race, complete with fleets and technologies to invade earth, to make them believe the universe is slightly less filled with horrors than they think and to keep them busy from exploring space and finding them on Pluto.
On top of that, the fake alien race is 95% in the dark on the fact that they're an engineered, fake race and they're not from a galaxy far far away, but from a clone-o-mat.
There are no Migo here, nope, nope, look away, here alien race hellbent on destroying humanity, isn't that far more interesting? BYE, DONT LOOK BACK AT US.
Ah.. Elder Ones. Everything is all fine here. Yep. No need to come anywhere near earth. Thanks. Bye.