I have a question for one of our resident SQL experts.
Say I have a table where every record has a Name, a Type, and a Value. Let's say I've recorded D&D's Armor table: the name, the armor type (non-armor, light, medium, heavy, shield, perhaps other categories) and its purchase price.
I want to write a query that extracts the following: 1. Every Light armor, sorted by value, then 2. Every Medium armor, sorted by value, then 3. Every other armor, sorted by value regardless of its type.
How do you do that, exactly? I can't just sort by type then by value, because that sorts the whole list by type, and I want that remainder of the list ordered regardless of type.
What I imagine right now is I run two separate SQL queries: one to grab Light and Medium armors, sorted by type then value; one to grab all non-Light non-Medium armors sorted by value.
@Trish I would just roll the dice+coin (each roll separately, because I need to know which coin is paired to which dice, or which d6 are my fake d4), then remove the dice from the table and change them with tokens. Tokens can be crafted in bulk before the game, and they will be one piece of equipment (like the original die), easy to count, and maybe even saying which kind of die generated it (but I don't recall this information being useful in DitV).
Wasn't this a XY problem (the real problem is "I can't use d4, d8 and d10" rather than "I only want to use d6 for a hack"), I'd also be interested in how the game would play if all (or all non-fallout dice) were d6s, i.e. if all traits were valued the same.
I just had tried to make up a method of emulating the d4/d8/d10 with d6, each method has its ups and downs (and I actuallywould hack my dice with marker and tip-Ex
@Trish Yes, I know, and I recognized what you did. If you're inclined to understand the probabilistic and strategic consequences of the change, and you think you have what it takes to tackle it, I might explain several things about the system to you.
All I can "see" without the math is that every player has overall lower pairs of dice to use, which means easier to contrast offensive rolls (there's no high values there anymore) but also harder defense (no high values and lower chance of having the opponent need to use two dice so low that a single die from the defender manages to total the same value).
If you're into heavy story and roleplaying aspects and have a creative group of friends for it, it's a very magical experience compared to a standard TTRPG.
@D.Webber I do like the idea of heavy story and RPing, but I'm ill equipped for making this kind of game work. I work best with tactical games with a contour story, and the same is true for many of the people who play with me.
So, I'm using the standard set of skills, more or less, and I had a weird issue with combat attacks and defenses. If I attack someone in melee with Fight, should they use Fight or Acrobatics to defend?
> Defend: You use Fight to defend against any other attack or create an advantage attempt made with Fight, as well as pretty much any action where violently interposing yourself could prevent it from happening.
> Defend: Athletics is a catch-all skill to roll for defense in a physical conflict, against close-quarters and ranged attacks.
> You might decide that Athletics is inappropriate for defense against firearms or other high-tech ranged weapons in your setting.
So the answer boils down to, as it so often does in Fate, which skill best fits the way the player is narrating their character's defense.
In Fate we're kinda discouraged from going "Which skill can I use to defend? Okay, I'll narrate so I'm using that."
Instead it's "How would my character defend against this attack? Okay, now what skill is that?"
Fate has a rhythm of narrative-mechanic-narrative: You generate a unit of narrative through roughly free-form play, and when it's not obvious what should happen next you translate the moment into mechanics and let them tell you what happens next in the narrative.
The only part of the mechanics that really matter even when everything is going swimmingly is Fate points; they need to flow back and forth as things get complicated and complications resolve.
And Fate's not very interested in balance, except between PCs inasmuch as it helps players avoid upstaging each other.
So if you want to hand your narrative currency to someone else, that's awesome and the rules aren't gonna punish you for it--they just ask that you make it more awesome by narrating what that looks like in the game.
Oh, and one more: is it generally appropriate for players to invoke their high concept for bonuses? Like, I've got one guy whose concept it "Disgruntled Gnomish Pyromancer Chef". His main thing in combat is throwing fireballs around, which makes me think that he never really has to think hard about what aspect he wants to invoke, since he can just invoke his pyromancy whenever he throws a fireball.
And I worry that kind of thing will get a bit dull.
Absolutely that's okay, it's kinda what high concepts are for, mechanically speaking: when you do something that's in line with the basic definition of your character, you can always get a +2 on it.
Remedy for boring: (1) Don't let him just spend the point to get +2; have him narrate what that looks or feels like. (2) He can only ever get +2 on the roll by spending Fate points on his high concept. If he wants more, he has to go looking for more aspects.
(3) Throwing fireballs is often going to be a non-optimal solution to a problem.
@BESW that could be a fun one for someone like me actually -- arson investigation is notorious for witch-doctory and general pseduoscientific screwiness
@BESW we also had the one where my brother's classically unlucky monk burned down an entire district because "he wanted to see if the magical gas would burn away"
I have the following problem:
I have pathfinder pawns in about 7 boxes (different sets). Some of those boxes have the same or similar monsters (e.g. different types of orcs, named orcs from adventure paths, etc.).
I would like to find a way how to organise them efficiently (not digitally, tha...