Oh hey @Shalvenay, I found this site and thought cool. I'll look at this at some point, and maybe post something. Then I kinda forgot about it. But hello.
This is really the first chat room I've been to. I really like decor in here its nice.
@nitsua60 I just poured myself a white Russia. Synchronicity.
@EnderLook If you go with standard weight of water, you end up with "a pound per pint" as a good approximation of the contents. Decide if the container weighs the same, or not, depending.
That is right, but I wasn't sure if potions were exceptionally dense or not, nor if the container weight was relevant. I know that a flask weight 1 lb, but I am not sure if I can just divide by 4 its wieghtto get a vial
@EnderLook That level of verisimilitude and "reality" will perhaps drive you nuts since 5e hand waves a lot of the nitty gritty stuff, or makes approximations.
Ok, It will take a while... Oil/Alchemist's Fire (flask [pint]) weights 1 lb, the same as Acid (vial [4 fl oz]). This game has some inconsistencies or weird stuff.
@EnderLook To me one of the best creative exercises I do is to assume everything in the books is true and try to come up with reasons. For example, take your alchemist's fire pint vs. acid 4oz. Why're they the same weight? Let's come up with some ideas...
1. Glassmaking isn't terribly advanced in our setting, so you need super-thick glass to deal with acid; alchemists' fire isn't nearly so corrosive.
2. Our nation used to have a dirty history of acid-throwing being used indiscriminately on crowds to target a single person, but cover one's tracks. All legal "white-market" acid is only sold in small, sturdy vials, so that if throwing acid's your thing, at least you're not going to get bystanders.
3. Acids in the game are actually organic, very sludgy, very dense. Acid is harvested from pits beneath the city of Enderlook; unbeknownst to most these are actually festering wounds on the skin of a buried, subterranean boheometh.
4. Nobody knows why acid is heavier than its constituents would implicate. But we do: it's because the acid god is right beneath you, and wants what's his.
5. "legal" acid is cut with lead acids as a ploy by the alchemists' guild to poison and slowly drive mad any potential competitors.
&c.
@EnderLook I'd suggest you challenge yourself, any time something doesn't make sense, to try and come up with at least three explanations for why it makes perfect sense. You may never use any of them, but it's good exercise/stretching for your worldbuilding muscles =)
4.1. The constitution of acid when combined loose volume which increases its density due to the strong intermolecular forces... sometimes you don't need magic to explain it!
@kviiri Oh, ouch. Python's got the ^ operator to get the total number of different elements between two sets, but if you're dealing with a text dump I can understand how that might be a problem. How's Python at dealing with JSON? Generally that's a fairly structure-preserving means of dumping things without a lot of extra overhead.
Speaking of which, I just learned the other day that at Jonestown they didn't even use Kool-Aid. (It was some cheaper, knock-off sugar-ade they used.) And it makes me wonder if someone's done up a thesis/dissertation on Kool-Aid as a case study for the theory of "there's no such thing as bad press."
I made a D&D 5e Character with a high jump distance of 60 feet and a long jump distance of 120 feet. What should I do with this great and terrible power!
@JosiahRiggan I recently had my first ever made character try to jump across a chasm and he just fell 300 feet to his death. Would have been nice if he had 120 feet of long jump ability. Is he a special race like Aarakocra?
@JosiahRiggan some may try to tell you that if your jump distance exceeds your speed/movement, you land at the end of that movement rather than after your jump distance. Others disagree. Come to my table, and you can jump as far as you like. (It may just take more than one turn to get to the landing.)
That's how I think about it. People don't cast jump to leap, 20 feet any fighter can do that they cast it to leap tall buildings in a single bound, even if it takes you a few turns to clear it.
Spirit of the Century was way too fiddly about movement in combat and also stunts, but the pull quote for the stunt that let you jump as far as you could roll was top-tier. "What are you going to do now, Jumping Jack? The bridge is out! Not even you can jump this f-" ::INTERRUPTED BY JUMPKICK::
And, because Fate encourages you make up new mechanics for things, made up its own mechanics and made them available to other people who wanted to write Fate games.
Playing the newest version of Fate during the time of Spirit of the Century meant starting with Spirit's rules and modifying the setting-specific bits as needed.
Mmm. I wasn't even really thinking about it that way.
Just that SotC was what the community was using as the origin point of their rulesets during that period, and the DFRPG after than, and Core/Accelerated after that.
Evil Hat doesn't have authority to mandate default conventions the way say, Wizards has over D&D.
Right: they've thrown Fate to the masses so that the only thing keeping them centered in the Fate community is their reputation for consistent quality.
Cubicle 7 (what did Starblazers) makes licensed games using a variety of engines so they can just use something else appealing if Fate doesn't do it for them.
Core seems pretty stable so far though. Maybe it is just because it's settingless, but it feels settled in a way that Spirit and original DF didn't.
@Glazius The problem is/was, I wasn't treating them as sets anymore after that point, just arbitrary string identifiers for nodes that happened to be quite convenient as just str(set) because they retained human-readability
I fixed it by simply encoding the sets as integers
I was using them as input for another program that deals with arbitrary graphs
Just [Q]ickstarted another Limitless Adventures product: this time it's pirates!. LA puts out D&D5e products I like: very stripped down, seeds and ideas just enough to drop in anywhere you need something.
The revivify spell has a fixed cost, but it doesn't have a specific saving throw to resist it; neither does it reference a "willing creature", as the resurrection spell does.
Assuming my players have the resource to cast revivify on a recently killed enemy, can the creature refuse to come back t...
I think it is interesting. There seems to be a general policy that souls must be willing to return but revivify doesn't State that. I think maybe the answer is that revivify isn't really returning a soul to the body? Maybe it's preventing it from leaving?
I have just found in the DMG Dust of Sneezing And Chocking, that dust seems as Dust of Disappearance even if you cast identify on it. So... if a DM award you with that thing, and you think that it is Dust of Disappearance while it isn't... what do you write in your character sheet?
@EnderLook It doesn't make a difference for the player. The DM would decide how to tell the player. The player should write down whatever the item is that the DM says it is.
@KorvinStarmast 4e psionics is nominally just another suite of powers, but in practice I think all of the psionic classes have sufficient unique rules to render the power set rather distinct from the rest
Now as a DM I might tell a player what it really is (and have them write that down) to help me remember when it gets used and trust the player not to metagame it. But otherwise I would just tell them that it is Dust of Disappearance.
@KorvinStarmast To clarify my earlier statement, psionic classes (at least the ones I remember off the top of my head) each had their own gimmick to how their powers work (so there's no single unified "psionic system")
@EnderLook You would have to trust the player not to metagame it in that case. They would have Dust of Disappearance (Sneezing and Chocking) written on their sheet.
@Rubiksmoose That is very interesting. I still don't understand how people are able to divide player knowledge to character knowledge. Sincerely, if I knew the truth I will never use it... or I would sell that.
@EnderLook Yeah it is a playstyle really. I know people who are extraordinarily dedicated to doing what their character would do even if it leads to bad things that we know as players. So I think the people I play with now wouldn't have an issue with it. But definitely would have been an issue in other groups.
@EnderLook It depends a lot on the game system and the kind of game being played. Many games are at their best when players purposefully screw their characters over, which naturally encourages the players to push towards that ;)
It kills me that, in 1977, I had a chance to buy Dave Megarry's "Dungeon" board game at a book store and I chose not to. (Same place I had bought Empire of the Petal Throne). Sigh.
@KorvinStarmast Yup--that's exactly how I play it. Their jump never stops--the director just cuts away from them for a moment while others take actions, then we find out how it ended up.
@nitsua60 Heh, and my Ranger has the Jump Spell selected for ToA, so we need to have that situation come up. No, I wouldn't force it, would I? evil grin (Side note: salsa samples procured, packaging today)
Sooo. 4e has four psionic classes introduced in PHB 3, possibly more later. The classes are Ardent, Monk, Psion and Battlemind and correspond to the roles of Leader, Striker, Controller and Defender respectively
Yeah, but it gets less conventional; each of these have a very unusual (for 4e) power scheme where their abilities are powered by power points. They can be used without, but are rather weal
Yeah, but it gets less conventional; each of these have a very unusual (for 4e) power scheme where their abilities are powered by power points. They can be used without, but are rather weak
@Rubiksmoose Different games lend themselves towards different playstyles. Given those circumstances, most D&D games that I play would lean towards "Using this dust would be a bad idea" while most Dungeon World games would lean towards "Using this dust would cause hilarious consequences"
@Quentin I think my group would act the same regardless honestly. They have often done the character-appropriate funny but harmful thing in both D&D and PBtA games. But yeah I agree that certain games definitely encourage it more than others.
But the rest of psionic classes have powers that work unchacteristically for 4e, and kinda stand out since otherwise there's no mechanical distinction between the power sources.
@Quentin I honestly love that other games (like PbtA) encourage acting in character so much. In D&D it is almost like the mechanics pull you constantly out of the game and character and make it harder to do in-character stuff.
@Rubiksmoose Very much so. It's why I mostly play other games these days … and also why I mostly run Pathfinder for my group with the player who doesn't really like RP but does like tactical wargames.
Oh i played a one shot in d&d 5e and the cleric worshiped the god of dirt. So his magic was all reskinned to be him using magic dirt. Sacred flame, glowing dirt he would throw in the air. Healing magic dirt worms come and stitch up your wounds.
We tried to clean him but, it just kept coming back.
I've been reminiscing today and it cracks me up.
Is sted of saying I cast sacred flame! he said, I throw my dirt!
@Rubiksmoose yes, what glen says is true. But it's not super cut-and-dry, IMO, either. It's really hard in stats-world to put simply and precisely what a correlation means.
In this case (and in all cases), it's true that the r^2 value tells us what proportion of the variation in one variable is attributable to variation in the other.
The reason I make ginger ale at home is that I like gingery stuff but that too isn't very established here. My favorite brand at the store is quite expensive (I get orders of magnitude more ginger ale for my money if I make it myself)
So we're saying that the difference between dust of disappearance (300 gp-equiv "power) and ioun stone of agility (3000 gp-equiv power)... 2% of that difference is attributable to one being uncommon and the other very rare.
But also the difference between adamantine armor (500) and potion of flying (500) is 2% attributable to the difference between uncommon and very rare.
And the difference between a piece of +2 ammo (100) and wand of fear (10,000) is 2% attributable to their being rare and rare, respectively.
So I felt like "2% of the power is attributable to category" isn't a horrible way to paraphrase it, but I'd totally be open to something (a) more precise and (b) not more than a sentence =)
If one was so inclined (I do not volunteer) I think the easiest way to quantify this might be to see how many items changed rarity in the new evaluation wouldn't it?
(using the pricing guidelines to sort them back into rarities)
I do think the way you put it is fair though. However, my stats are largely (unfortunately) learned bits and peices as I need to. So perhaps I'm not the best judge.