I wish these apartments had been built to take advantage of the trade winds.
We get great wind and weather most of the year, but our buildings are rarely designed to take advantage of it.
If it were up to me, I'd have a room unit to keep my tech from molding, and keep the rest of the house open whenever possible, with judicious application of fans for when the weather's not cooperating.
@BESW that's unfortunate. We've been without AC for the past couple of weeks but it's been tolerable because we've had a nice breeze and it's been fairly cool for us
The majority of modern architectural philosophies, styles, and materials are designed for temperate climes, and they're just not appropriate for our tropical situation.
Nobody checks which way the winds blow and design the house (and situate it on the lot) so it can take advantage of them.
I grew up in a house that had lovely north-south windows and doors to facilitate airflow... but the winds came across the lot east-west.
@BESW dollars to donuts you've got a leak somewhere :(...
mine wasn't cooling and the condensor fan wasn't coming on. I'm replacing the condenser fan and capacitor, hopefully that fixes it. If not I've gotta get a pro out to inspect the compressor motor :(
@C.Ross - yeah, it was just another saturday where I could sleep in, woke up early anyway, then realized I could still make the group ride if I hurried. So... ::grumblesnitz::
@user1810077 that's left as an exercise for the DM tbh. 4e is barebones when it comes to role playing and setting. They leave most things up to the discretion of the DM.
decide what level of a challenge it is, how easy/hard it is, and use the DC tables provided
@user1810077 I'd make that 6 hard nature checks of the creature's level before 3 failures. The number of failures determines the creatures loyalty. And it takes 2 weeks-6 months
@C.Ross Probably nothing. I am fishing around for other ideas.
"Empathetic" does sound good.
I think my only hang-up is that I'm not necessarily consistently playing it as particularly possession sympathy. Like sometimes figuring people out leads to helping them, and sometimes it doesn't.
Is that still "empathy" in a how-we-use-the-word sense?
The thing I'm using for it mechanically is called "Manhunter," because it's like a tax collector / bounty hunter kind of trait. (This is for a skin-your-own-traits kind of thing.)
Good ideas to get me thinking more, though! Yay.
@C.Ross I think we'll go with Empathetic, now that you mention it.
I read the section you marked out, then read the intro and conclusion. I'm not sure what "sex in the lavatory" really has to do with the GM role.
I mean, I understand not having the GM "sing off" on that kind of thing. But my (non-LARP-based) experience says that for things to be part of the Shared Imagined Space, I should actually tell people about them.
::reads a few paragraphs before the conclusion::
Okay, I think I follow.
He's saying the "GM" wouldn't know about the sweet, sweet lavatory sexytime if it wasn't for the weird overloaded expectations people have about the "GM" role. That makes sense to me. I still think doing away with the naively-defined too-much-in-one-bag GM role isn't going to protect you from other players' lavatory sexytime, though.
@Zachiel The solution there is that games that involve fear should involve a reasonable fear-type mechanic, I think. I like Burning Wheel's Steel a lot for that purpose. It has the side benefit of making fights less lethal.
@AlexP I like this, but for a "different reason". If there's no rule for fear, If my character acts like he's in fear, he's getting a self-imposed disadvantage. If there's a mechanic, the mechanic sets the disadvantage on me and I'm not shooting my foot anymore. Two problems arise here and I see a relation between them. 1) fear being imposed by the mechanic can turn into a...
"no, what? My PC would not do that" and into a "ow, I lose this turn, this mechanic sucks", which in turn leads to "let's make an optimized character against as many things as possible, thus returning me to the initial "I fear nothing" state.
@C.Ross Yes. The fictional "corporate type" is the guy who actually cares enough to try not to get caught. The rest of us just look at the rules and say, "Well, clearly it's not worth the crazy effort it takes to be a sleezeball even if I get a promotion out of it."
@Zachiel I don't think trying investing game resources into not being afraid of anything is necessarily a problem.
@AlexP It is when you're weak if you don't do and it sucks when the designer was aiming at seeing people roleplay their scaredyness (for opposite reasons)
But the fear mechanics usually just make you DEAD.
What you want fear mechanics to do is stuff like get you out of danger, at a cost. Or signal the end of a conflict BEFORE someone dies dies.
I honestly don't want to RP fear in D&D because it actively gets in the way of stuff like Help the Party Win the Encounter. Which feels like letting your friends down, you know?
@AlexP Sadly, D&D is usually structured so that this extends to "I don't want to RP friendship" and "I don't want to have relatives," because those are weaknesses which impact effectiveness as well.
E.g. in pulp adventure stories, "Indiana Jones is afraid of snakes." But he's not afraid of machine-gun Nazis or evil magicians or riding a raft down a mountain or whatever. It's a character quirk.
In a game that wants to be more like, say, YA fantasy, maybe fear is more present but something you are trying to overcome.