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12:00 AM
Cliffnotes version: Operating systems provide an accessibility interface. Accessibility software listens to it for cues. Programs render text as pixels on a screen and there's nothing special about them; they also reach out via that accessibility interface to say "psst, there's text here, if any program's around that wants to do special stuff with it like read it to the user, here's what it is." That extra measure is something MUD games might not do.
 
A good rule of thumb is that we handle questions about role-playing games in whatever context they occur, but that we don't handle questions about the context in which they occur detached from the roleplaying component.
So we do handle questions about roleplaying in MUDs, but not questions about MUDs.
16
A: Are MUDs/MUSHes/etc. that use RPG systems on-topic?

SevenSidedDieI can think of arguments against, built on this starting premise: Premise: We are not an expert site about online games, even if they have roleplaying as part of them. This is pretty much self-evident, but which topics run afoul of it isn't. As a test, we can imagine editing out the details of...

 
Our browser's aren't compatible with screen readers merely by virtue of rendering text on the screen; they're also communicating via those back-channels that "hey, on this page, there's 100 text nodes, and this many links, and..."
 
@doppelgreener interesting. Makes sense.
Does that mean "optimize this basement gaming table I'm designing" is OT?
=)
 
@nitsua60 If the question is about how to fit the joins, it's off topic. If the question is about what finish will survive your friend's sharp-edged metal dice, we may be able to offer some experience-based advice.
It's the same "is this really about roleplaying?" evaluation that we use to keep setting research questions from making us a site about EVERYTHING EVER.
 
12:50 AM
hey there @LinoFrankCiaralli
hey as well @ThomasWard
 
@Shalvenay As the shadowy figure approaches, you realize you cannot clearly make out the figure's form. Roll 1d20 for a perception check to determine if you can perceive the true form of the shadowy figure approaching.
:P
(greetings to all, and good Chaos to thee)
 
Hi there.
 
how're things going?
 
chaotically, as of late, actually.
 
ah. still pondering terrain gen over here
 
1:05 AM
I'm currently pondering how the heck I got four nat 20 rolls in a row during today's campaign I was in a few hours ago.
Really torpedoed the DM's plans :P
 
LOL. if you aren't getting streaks every now and then, your dice are malfunctioning :P
 
well it's weird
 
GM guideline: never call for a roll if you're not okay with any possible outcome it might offer.
5
 
because all my team was incapacitated, I was all that's left with three enemies during this homebrewed campaign - a Dark Hell Sorceress, and three hell hounds she summoned. Somehow took over the loyalty of the hell hounds, and seduced the sorceress on the fourth roll.
Somehow I succeeded in foiling the DM's plans for ending my team by lucky dice roll streaks.
And now my Dark Chaos Mage has a Dark Hell Sorceress as his mistress, and three vicious hell hounds as familiars.
I have no clue how this happened.
Not complaining, but... still.
 
what system/setting if I may ask?
 
1:09 AM
D&D 4, but with a lot of homegrown rules and settings, a fantasy world not unlike that of Runescape's depiction with magic and soldiers and the addition of powerful dark and chaos mages and sorcerers and stuff.
 
ah
 
I joined in late in the campaign but have had the most luck lol
 
4e is the one edition of D&D that I have never yet made work for me
 
> Four natural twenties
Three hell hounds
Two GM swears
And a Dark Hell Sorceress.
 
LOL
 
1:11 AM
pretty much, yeah
my one friend said "Dude how the f--- did you do that, you totally screwed with what [the DM] was planning lol"
I subsequently said something about black magic and gravity but he was pretty... boozed is a word right?
shrugs I digress but eh
 
@nitsua60 Texas are known for their chile chilli...
 
@Adeptus There's a naughty trilingual joke in there.
 
1:29 AM
@doppelgreener MUDs are generally designed to work via Telnet, ie a dumb text terminal. So, provided your client terminal program supports text-to-speech or other accessibility options, and the MUD isn't one of the few that tries to do something fancy like ASCII art, it should be all good.
 
@Adeptus yeah, my problem with MUD accessibility was on the text input end
mostly because the MUD I was dealing with was designed for dumb-as-rocks Windows/DOS Telnet clients that hadn't ever heard of VT100 emulation :P
I swear, text input works better on an actual VT100 than in that MUD...
 
@Shalvenay Local echo issues?
 
@Adeptus Definitely being older technologies, many are purely text-based. However there are MUDs which are graphical (e.g. Furcadia), and there's no guarantee a text-based MUD client is actually accessible to any acceptable degree.
 
(not that I've used an actual hard TTY, but still -- if you could do line editing on hardware of that vintage, there is basically 0 excuse not to support basic line editing commands in 2017
@Adeptus recall that it was a lot worse than just local echo problems -- it was the type of thing where you had no way to actually edit what you were typing.
(like -- no arrow keys, no ability to move between lines, nothing)
 
@doppelgreener I'd argue that if it's graphical it's not a "real" MUD. It'd be more like a MMORPG.
 
1:34 AM
One person's opinion notwithstanding, there are graphical MUDs.
 
@Adeptus yeah, that's sort of a twilight zone area between a fully textual/CLI interface and something that's mostly GUI-driven in the way a MP CRPG is
 
Dec 15 '16 at 18:55, by nitsua60
NEVERTHELESS!
 
I'll point out the very first screenshot in the Wikipedia page on MUDs features a graphical GUI:
A MUD (/ˈmʌd/; originally Multi-User Dungeon, with later variants Multi-User Dimension and Multi-User Domain), is a multiplayer real-time virtual world, usually text-based. MUDs combine elements of role-playing games, hack and slash, player versus player, interactive fiction, and online chat. Players can read or view descriptions of rooms, objects, other players, non-player characters, and actions performed in the virtual world. Players typically interact with each other and the world by typing commands that resemble a natural language. Traditional MUDs implement a role-playing video game set...
Making a chat program accessible is a nontrivial exercise, since it involves handling potentially large volumes of messages which a screen reader has to be able to navigate, read, and re-read at the speed of narration. Making it furthermore a good experience for anyone using a screen reader ("I enjoy this" is better than "I can actually use this, if I absolutely have to") is another task in itself.
 
> However, with the increase in computing power and Internet connectivity during the late nineties, and the shift of online gaming to the mass market, the term "graphical MUD" fell out of favor, being replaced by MMORPG,
 
@doppelgreener yeah -- I wouldn't want to deal with trying to SSH into a server while using a screen reader
nevermind trying to do live chat fully accessibly
 
1:38 AM
@Adeptus [citation needed], I became exposed to these in the 2000's and graphical ones were not called MMORPGs by anyone I met. In part because they were busy playing actual MMORPGs and MUDs were nothing like them.
 
@Shalvenay I'm sorry, but did you mean instant bloody murder of thyself? (just saying :P)
 
Someone visually impaired looking to play in a MUD would be looking for a good MUD experience, so that means we're two stages removed from "has text": text is accessible, and text is actually pleasant to access.
 
@ThomasWard I'm sure there's way worse out there. I once had someone brag to me about their ability to game using a trackpad. I challenged them to get the default Cessna to take off reasonably well in FlightGear using one. They declined.
 
I'm going to re-state that this is not a purely text-based interface.
Clearly it's considered a MUD, but will it work over some kind of purely text-based interface that's remotely accessible pleasant to use, or will that client pictured be accessible and pleasant to use itself? I don't know.
 
@Shalvenay Hello
 
1:43 AM
@doppelgreener No, it's a custom client, which may or may not be required for that particular MUD. Most MUDs don't require custom clients, they work with Telnet or equivalent. (There are generic MUD clients that are nicer to use than plain Telnet, but they are not a requirement.)
 
@LinoFrankCiaralli how're things going?
 
@Adeptus Apparently EverQuest and Ultima Online were once considered "graphical MUDs", grouped right in with Furcadia. Nowadays we'd definitely call those two MMORPGs, and consider them predecessors of World of Warcraft (or at least EverQuest would be). Certainly there's been a shift then in calling certain games MMORPGs instead of graphical MUDs.
But that doesn't mean "a game that is text-based roleplay and has graphics" stopped getting called a MUD and got called an MMORPG instead; Furcadia gets described in both terms.
 
@doppelgreener I think the leap from 2d to 3d is about where you go from GUI MUD to MMORPG
or much closer to it
 
@Shalvenay Not bad. Quiet night. Going to play some more Divinity: Original Sin
 
well, it's that + the migration from command line fundamental controls to GUI based ones
 
1:46 AM
@Adeptus I'll bring this back to context: Someone was advising "you should try MUDs" for someone with accessibility, while providing absolutely no guidance in finding a viable MUD or client that will work for someone who's using a screen reader and is effectively blind. Merely saying "try MUDs" doesn't work for useful advice.
"Try MUDs, here's some clients that work well with a screen reader, here's some servers that will work, here's how you can access them, here's how you find your own clients and servers," etc -- that's good advice that does legwork someone needs to get into the MUDs that will work.
Certainly there are MUDs that work with text and can be accessible, but knowledge of those and how to even get to them won't magically find its way into the visually impaired individual's head.
 
@Shalvenay I fairly-sanely controlled an F-22 Raptor in Ace Combat: Assault Horizon with a drawing tablet controller for the mouse and a five-by-four gaming keyboard pad.
Actually took out a good bit of bad guys before the tablet derped.
 
@ThomasWard yeah, Ace Combat games are much more arcade-y than say FlightGear, a good FSX setup, or X-Plane is though
 
Truth.
That said, I have a wireless gaming mouse I use now, far better and easy to press a single button and LAUNCH ALL THE MISSILES IN EXTREMELY RAPID SUCCESSION!!!
 
now that I know where my joystick is -- I may have to see about dusting off FlightGear again
and seeing if I can get the default-Cessna into the sky on a reliable basis now that I know more about the interplay between looking out the window and looking at one's gauges
(I'm probably not going to be to the point of some of the real hardcore FSX/X-Plane enthusiasts, although once I get the Aviate part right, interfacing with VATSIM might be fun :)
 
2:01 AM
@ThomasWard "wireless gaming mouse" is an oxymoron :P
 
Perhaps.
But perhaps not.
 
I prefer wired myself -- no batteries to die and one less intentional radiator raising the RF noise floor :P
 
well my apartment is already full of RF radiation
infrared up through high powered radio frequencies due to all the systems I have running in the one room lol
 
@ThomasWard Isn't that the rub, interference and what not?
 
@C.Ross yah
 
2:05 AM
@C.Ross not when the effective distance between the radio receiver and the mouse is < 3 feet.
all relative to location, etc.
Not to mention the room where all the RF is from, it's a little more muffled since it's enclosed :p
so not as much interference there
the nearby nuclear plant puts more RF out than my equipment lol
 
Yeah, we live in a world of RF
 
@C.Ross Incidentally, great to see you around again!
 
and hey there @C.Ross
 
Hi all @Miniman, @Shalvenay
 
@C.Ross Hi! I agree, it's good to see you. :)
 
2:07 AM
how're things going?
 
Finally running a game again, and had enough time to drop in.
Pretty well, how are things here? Site still a well oiled machine?
 
We had some hiccups a while after the change of the guard, but I think everyone's learned from the experience and things have been well-oiled for a while.
 
I'm out researching random terrain generation -- want to be able to spin up islands for the standing campaign world I'm working on
 
We actually even hit upon a decent solution to settle the eternal debate!
 
@Shalvenay Awesome!
@doppelgreener Do tell, or better yet, link to Meta.
 
2:10 AM
@C.Ross my problem is that I'm locked in the horns of a debate between fractal-noise-based approaches and Perlin-noise-based approaches
fractal noise generates very jagged features, right down to finescale, while Perlin noise tends to be more bumpy/hillock-y
but they both need to be laid atop sort of a large-scale model (not too hard), and need erosion laid atop them to yield something good
 
34
Q: A low-intervention approach [rules-as-written]: back to tagging basics

SevenSidedDieSometime during the weeks of wrangling over the rules-as-written tag it occurred to me that, I am pretty sure, we've fallen into a fundamental error that may be the cause of all the problems: Tags aren't for sending encoded signals to answer-writers That's the job of the question body itself, o...

 
@Shalvenay You've gotten farther than I ever did
 
@C.Ross Short version: rules-as-written shouldn't imply rules of its own, it should only be used to describe what the question's already saying. If the question has the rules-as-written tag, but the question is not clearly requesting everything the rules-as-written tag usually implies, we seek clarification and either amend the question such that it's clearly requesting that or remove the tag.
2
 
@doppelgreener It seems so obvious when you say it that way
 
It does, doesn't it!
 
2:15 AM
yeah -- it seems that that's the approach that works for everyone
 
@doppelgreener This isn't the place to talk about it, but that's not actually what's been happening.
 
@Miniman I'm curious as to what has been happening -- I take it this discussion is headed NAB-ward?
 
@Shalvenay Probably best.
 
2:33 AM
@Miniman Oh, hm.
 
@doppelgreener I might be wrong about that, actually - looking through the latest questions in the tag it seems like things have backed off a bit.
 
@C.Ross [wave] What's your game now?
 
@BESW 5e, Epicish storyline, for the guys at work. Trying some techniques to deter murderhoboing
 
Ooh, shiny.
Did you ever sit back down at the drawing board for that Grimm hack in Fate?
 
2:44 AM
@C.Ross ah. what sorts of techniques if I may ask?
 
@BESW sadly that never got revived, couldn't come up with a Wesen/normal balance I liked
 
(I find the whole "murderhobo" thing rather curious myself, but that's probably a peculiarity of both a) how I play characters and b) the tables I've been at so far taking a relatively simulationistic approach to NPC motivations)
 
@Shalvenay Tying the characters to a group that is winsome and would shun that, a little explicit NPC coaching
A very early encounter that would have negative consequences if murdered
 
ah
 
Negative social consequences. We'll see how it goes tomorrow.
 
2:48 AM
what I find has worked well for me is making NPCs that have other goals than "kill the party" -- I think that's what breeds murderhoboism early on in a campaign, when every NPC is out to get you
5
 
All narrative techniques, not mechanical
 
@C.Ross I'm increasingly convinced that for most Fate games, there's not much need for a bunch of extra subsystems and rules.
 
Yes, I have more complex NPC goals as well, a little scouting, a little kidnapping
 
But ARRPG stunt mechanics would work well for wesen, I think--"Absolutely better at [x] than a human but weak against [y]."
...But given what Grimm's been doing lately, I might hack in Bubblegumshoe's relationship mechanic too.
 
@C.Ross not just that -- making the NPCs operate on their own axes, so to speak
 
2:51 AM
@BESW ARRPG?
 
The RPG.
 
@Shalvenay yes.
@BESW Yeah, I'm kind of glad it's wrapping up. I want to finish it out, but it's getting awful soapy for my taste.
 
we
err...
in the tabletop 1e campaign I'm in
 
How is Bubble Gum? Thought about getting it to play with my 6 year old.
 
we've had several encounters that stood out from a "not-murderhobo" perspective
 
2:53 AM
@Shalvenay do tell?
 
@C.Ross We've only played one session so far due to attendance issues, but it's awesome.
Specifically the character/setting design and the relationship mechanic; the rest is pretty ordinary Gumshoe.
 
one of the first where our wizard took out 3 wayward Cuthbertian crusaders with a single sleep spell
 
I'm looking at hacking the relationship mechanic into other systems, because it's a great way to model how and why NPCs are important to the PCs by incentivising keeping them active in the story and maintaining the relationship.
 
a random encounter with some fleeing hobgoblins where my gnoll actually partially took the party-face job on, and succeeded at gaining intel from them
 
For example, I'm thinking about using it to model spellcasting in a more historical pantheon where individuals appeal to many gods rather than just one.
But for BGS itself, the system's been very good at getting us to think about NPCs and NPCs as people sharing a community.
 
3:02 AM
and our last encounter, where we had pinned down some thefts of artifacts to a priest, and basically went to the temple of that priest's faith and said "OK, something's wrong here" and basically got to frogmarch said priest around, have him fetch the items from a cesspit for us, and return them and apologize in front of the party for his actions -- also got him demoted in the process)
 
@BESW cool, sounds very useful, for games, and maybe for reaching daughter some social skills
@Shalvenay That is a cool encounter
I'm going to be using a lot of unwilling soldiers. When do you kill the enemy who's a thrall of the big bad?
 
when there's really not another practical option. we dropped the three werejackals that were minions of the one actual "BBEG" we've hit so far
 
@Adeptus I approve of this rejoinder =)
 
including one particularly execution-style killing where my Gnoll Commanded the first werejackal to "SIT" and he did, then got two silver-tipped arrows stuffed into him before he got another turn
but...trying to take werejackals as prisoners would have ended worse, I reckon, so I think it was an OK choice in the end
@C.Ross as an aside -- I generally prefer to make foes not thralls as that boxes you in significantly as to what options you have for them as a DM
 
@Shalvenay I'm OK with killing in games, just not killing at the slightest provocation.
@Shalvenay how do you mean?
 
3:09 AM
@C.Ross part of it depends on the tenor or ethos of the area you're playing as well
in the AD&D campaign in question -- we've been basing out of the City of Dyvers, which is LN -- so working with the law is far more effective than trying to buck it
(sadly, our DM isn't keen on due-process-driven views of the Lawful side of things, or else things could get... interesting )
 
Oi, it's late, I'm afraid I have to bail, hope to talk to y'all sooner next time
 
@C.Ross re this question, can I ask (mostly out of stupidity) what a wand of CLW does that a half-dozen potions of healing in a PC's pack doesn't?
@C.Ross oops--nvm.
 
@nitsua60 A wand recharges, so it's not just 7 potions of healing, it's 7 potions of healing per day.
 
fairy 'nuff. So it's a money-issue? Weight, if one's tracking encumbrance?
 
Don't forget, not every game allows you to buy potions of healing as if they were apples.
 
3:18 AM
I suppose. Their availability seems pretty reasonable to assume as default, though, as they're on the PHB equipment list.
 
@nitsua60 'cept when your GM says "the general store in this village has two potions of healing in stock." "but we want ten!" "well, the bad news is that dividing them up into five little bottles each doesn't make ten. the good news is there's other villages."
but i guess this being a GM fiat thing already they'd be thinking about that.
also, potions of healing don't grow out in the wilderness away from villages, so there's also the extended wilderness trip to consider.
@Emrakul Hi!
 
hey there @Emrakul
 
user61230
Heyo, @doppelgreener, @Shalvenay!
 
user61230
How goes it?
 
alright here, pondering random terrain generation approaches
 
user61230
3:29 AM
Ooh, neat. In general, or specifically for RPGs?
 
I am about to goes it to bed! it's 3:30am and I wouldn't still be up except I slept all day due to illness.
Goodnight! :)
 
user61230
Oh, jeez! Feel better, @doppelgreener!
 
user61230
'night.
 
Thanks. :)
 
good night
 
3:39 AM
@Emrakul for RPGs -- working on a "standing" campaign world
but I'm looking for a heightfield/heightmap and separate hydrology layer, not an all-in-one generator
 
user61230
What sort of terrain generator are you looking for?
 
user61230
You might look into diamond-square generators?
 
realism is critical here, but I also need the ability to generate something that I can feed into QGIS as a high-res DEM
 
user61230
I'd recommend using fewer acronyms with people who might not be familiar with the topic!
 
user61230
But yeah, makes sense. Diamond-square methods are pretty good at that sort of thing.
 
3:51 AM
@C.Ross You may find this conversation a relephant example.
 
ah -- sorry about that @Emrakul -- the biggest problem I've seen so far with all current methods is getting all the coordinates to match up, as it seems most approaches assume that everything's sitting on a grid of uniform distances, not a grid of uniform subtended-arc-angles on a geoid
...or does that matter?
I can't tell!
 
@mxyzplk Thanks!
 
user61230
If you're trying to create a local map, it's not super important. If you're trying to create a globe, you've gotta change the algorithm a titch, but it still works.
 
4:08 AM
@Emrakul I'm trying to create multiple regional maps that won't go bonkers when I slap them on the same globe
 
user61230
Does the map need to be 3D, or can it just be 2D? Granted, some GIS software won't let you do 2D, but...
 
@Emrakul we're dealing with 3d here -- basically, elevation measurements on a regular grid. (aka the work of some really dedicated surveyors ;)
 
user61230
I more meant, a projection of the height map onto a plane, versus a height map relative to a central point (i.e., sphere).
 
user61230
Some mapping software will let you draw planar topological maps, and some won't.
 
4:26 AM
oh, I see
most of that depends on the projection I'm inputting the data as, at least that's my suspicion from the QGIS documentation
(i.e. WGS-84 vs UTM vs ...)
with WGS-84 being everything-relative-to-a-sphere, for example
well, spheroid xD
 
Spheroidal cows in a low-friction near-vacuum?
 
user61230
[resists the urge to XKCD]
 
user61230
Now I'm poking around terrain generation software. What have you done to me, @Shalvenay.
 
@Miniman (thumbsup)
 
@doppelgreener this also opens up a supply and demand problem; you could easily lose an important NPC off screen because the party bought every healing potion within a two day ride (and peasants don't even have horses!)
 
4:42 AM
hey there @JoelHarmon
 
hey @Shalvenay, how are things with you?
 
@JoelHarmon OK here, still researching terrain generation techniques
 
so the chat log tells me
it's been a long time since I looked into that kind of thing, so I'm not much help there
 
Ben
Question: what's the pro/cons of a "per day" vs a "per long/short rest" system in 5e?
 
@Ben It obsoletes short rest classes like warlock, monk, etc.
 
4:52 AM
hey there @Ben
 
Ben
@Shalvenay [wave]
 
and yeah -- the fully built version of Jherala would be rather displeased by that DM move.
 
Ben
@Miniman How do you mean?
 
the fact they can use their stuff more frequently is part of why those classes are useful for what they're useful for
 
@Ben Or...wait, do you mean you're thinking about introducing a mechanic, and you're wondering whether to make it recharge on a rest or...ok, ignore that. What are you asking?
 
Ben
4:57 AM
Our DM has introduced a couple of "home-brew" type rules, which are all "per day" based, even though the rest of the class abilities use the "per rest" system.
For example, the Elf Ranger is capable of Raging, due to her heritage, but can only do so once every three days.
The Fighter has also been granted a magical weapon attack, and can use it twice per day
 
@Ben that's odd, to say the least. it sounds like it would hurt nothing to migrate them to per long rest
 
Ben
However, following the rest of the abilities from the PHB, the base of everyone's abilities are recharged per rest.
We have a Fighter, Ranger, and Warlock.
 
So, "once every three days" is just a specific frequency - it would be basically the same as "once every three long rests", except that if you're having a rough time trying to rest it'll till work.
"Twice per day" is a little more interesting, because it's roughly analogous to either "once per short rest" or "twice per long rest".
Question: does your DM make it difficult for you to long rest?
 
Ben
Not particularly.
 
Hmmm.
 
5:03 AM
It's very likely just a holdover from older editions which used "per day" terminology. May not even be deliberate.
 
True, I still find it easier to think in terms of days rather than long rests too.
 
Ben
Possibly. That was my first thought, but I have confirmed what he meant, i.e. "Did you mean per day, or per long rest?" and he stated "per day"
 
I'd ask the DM for a rationale on the "per day" thing, myself
because it is quite odd
 
Ben
5:26 AM
The reason I ask, is that I am the "2IC" of the group - the DM runs the game, makes up the rules, sets down the final judgement on rules, etc. But since we have 2 new players, I help out by explaining the rules, how to roll, what to roll, etc. The DM and I discussed this, and he likes it, cos it makes his job easier, rather than trying to run a game, and explaining all the rules at the same time.
So, if you'd be willing, would we like to cast a quick vote, (vis a vis preference for the per rest/per day system), with perhaps a short explanation as to why? I'd just like to discuss this with the DM, and maybe come to a more "fluent" system, so players don't get confused about when they can/cannot use their skills/abilities
cc @Magician @Miniman @Shalvenay
 
@Ben Not sure what you want to vote on?
 
I would ask the DM to explain what the intent of the "per day" rule is to you @Ben
 
Ben
@Miniman Sorry, realised I didn't add that. I edited it however - Which do you prefer; the per day or per rest system?
 
that way -- either it turns out to be intentional and you can explain it to the two new folks as "this is an oddity of our table here -- the DM did it this way because of XYZ" which might clear up some confusion, or it turns out that the DM realizes how silly what he did was and switches it to per-rest stuff
@Ben p.s. which char are you playing @ that table?
@Ben I'm on the per-rest side myself, simply to keep it consistent with the rest of 5e's rest management
 
Ben
@Shalvenay The Fighter. His new abil;ity allows him to use the "Earthen Hammer" magical weapon attack, twice a day
 
5:32 AM
^agreed with Shalvenay. In general I'm for uniform mechanics - if the system uses "per rest", do it that way.
 
I have to admit, I like per day - it's much more consistent.
And the system does use it occasionally.
Just not often.
 
There isn't much of a difference between long rest and per day, under most circumstances. Things do get more interesting in, say, 13th Age which uses "full heal-up" to regain all abilities. Which doesn't happen when you sleep - it happens after 4 or so fights.
This avoids a very common issue D&D has, where abilities balanced with 4 fights per day in mind dominate 1 fight per day adventures.
 
@Magician and @Ben -- while we're here -- either of you have suggestions/thoughts re: random terrain gen? (I'm looking at a few approaches right now, using either fractal randomness or Perlin noise atop some sort of base massif, followed by an erosion model for weathering -- but fractal randomness seems too jagged and Perlin noise or equivalent seems too...knobbly/rolling?)
 
@Shalvenay Having glanced at previous discussions of the topic, I can happily say I do not know nearly enough about it :)
 
Personally, I use an algorithm where you pick an RTS you like, do a random gen map of the terrain type you're looking for, then apply Snipping Tool generously.
 
5:45 AM
@Miniman This doesn't meet Shalv's goals of "separate heightmap" and "able to import into a GIS system"
 
@Adeptus I didn't say it did :P
 
Personally, I use an algorithm where I say "What published maps do I have on my shelf or on my hard drive?"
 
Ben
Well, I had a quick chat with him, and it appears that the "per day" system is primarily used for item-based abilities.
 
Yep, it's pretty common for magic items.
Presumably because items don't "rest".
2
 
Ben
Apparently he's "kitting us out" in preparation for an "epic" system.
@Shalvenay Unfortunately I am terrible with world building, and really have not involved myself with it, as much as I can avoid it.
 
6:13 AM
@Ahriman Aye, checked it too to find nothing...
@Ahriman That's just a system that can't be played RAW, lol.
 
Ben
7:12 AM
So... the Kobold that joined our party, just made a revolver
Or more specifically... a "Hexgun"
Apparently it comes from a homebrew class called the "Hexgunner"
 
7:48 AM
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Q: A question was asked years ago. Is it still OK to answer it?

enkryptorThis question was asked in 2014. It has answers from 2014, 2015, 2016 and 2017, whereby the latter answers adds nothing fundamental to already given ones. It it OK by the SE standards, or should I flag such answers?

 
8:47 AM
@Ben I can't even find that one, but based on the name I'm willing to bet it's horribly imbalanced.
 
9:42 AM
@Miniman I'm guessing it's the Dan Dwiki homebrew.
It's confusingly written and wildly erratic. Looks like mostly it'll involve rolling a lot of attacks that miss and then your gun jams.
But sometimes you'll manage to deal damage comparable to a mediocre rogue!
 
@BESW i smell a physics problem
 
@BESW That's a 3.5 one, right?
 
10:01 AM
@Miniman Yeah.
 
10:48 AM
@ThomasWard that is amazing. mental note: beat a villain one day by seducing them.
 
it seems like a desperate move at best though
and even then, who is to say that after your first argument, you won't split up and have to fight them anyway?
 
Hey, Jessie tried.
...at least twice.
 
11:06 AM
tried is not the same as succeeded
and even that isn't the same as "actual solution" XD
 
 
2 hours later…
12:38 PM
@BESW mental note 2: ensure jessie has opportunities to save the world via flirting.
 
 
3 hours later…
3:40 PM
@KRyan: I would appreciate you to stop raging in the comments
seriously, "The paladin is one of the weakest classes in the game"...
what the heck?
Among the 3 DM I play the most with, 2 ban the class on most of their games
 
mornin
@AnneAunyme is that due to power level, or due to "lawful stupid"
cause paladins, when played as lawful good, can cause a lot of issues if the group doesn't know how to handle it maturely
 
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