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1:46 AM
Omigosh Balikbayan makes me consider playing a cyberpunk game.
 
user15026
2:03 AM
@BESW This feels like it would pull my brain apart in fascinating ways.
 
@Ash Hee, probably me too.
And I'm really really interested in why it's called Balikbayan. That's super suggestive.
 
For those of us in the class who don't know what you mean by that?
(totally not me, all the other people obviously ;P)
 
Heh.
 
user15026
That's the box thing, right?
 
user15026
Or related to the sending of the boxes by the people not-there./
 
2:07 AM
Yeah, it's most commonly known in the phrase "balikbayan box," which is a big package Filipinos who live somewhere else send back to their families at home, filled with things that are cheaper or easier to get wherever the person lives.
 
user15026
(Sorry, I am using too many small ones words and not getting the whole idea and I know that, I am pulling on threads of brain memory)
 
But the word itself is about repatriation.
That is, "coming back to your home" or "sending something back to your home."
A Filipino who has lived somewhere else and is returning home to visit or to stay is also balikbayan.
 
Ah ok
Cool
 
2:33 AM
5
Q: Does immunity to non magical damage negate sneak attack damage?

as.beaulieuMy party came across an encounter against a creature that is supposed to be immune to non-magical damage. This isn't much of a problem for us, as we have magic weapons. But our rogue seems to be at a big disadvantage with their sneak attack damage. If a player hits a creature that is immune to ...

 
3:19 AM
@BESW Ooooh.
 
4:09 AM
LMOP question: has anyone ever had a party try to fight the Dragon in the Ruins of Thundertree? If so, how did that go?
Because speaking as someone who just had a party narrowly avoid a fight with the dragon in tonight's session, it seems like a guaranteed TPK.
 
I fought that
I don't know if the DM was fudging anything, but we only had 1 death
The sorcerer had con as a dump stat, and died to the first breath
The dwarf poison resistance helped a lot though
And it was close
 
Ah yes, the Last Martian on Pluto. Great tragic storyline.
 
user15026
4:52 AM
I saw the letters and couldn't think of what they meant but my brain decided singing the alphabet song was the way to go with it
 
5:15 AM
4
Q: Can a Simulacrum reproduce?

KaielOfThothThe spell Simulacrum begins as follows: You shape an illusory duplicate of one beast or humanoid that is within range for the entire Casting Time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it can take Actions and otherwise be affected as a norm...

 
 
1 hour later…
6:22 AM
@HotRPGQuestions this is just,... Wat why do you even need to know this one
 
6:41 AM
@trogdor The whole concept of "create an innately subservient clone of myself to do things I don't want to" is deeply disturbing if you think about it.
Mind you, so is "create a clone of myself" - the rest is just creepyicing on the weirdcake.
 
@trogdor Why not? I've recently seen some interesting discussions related to which Eclipse Phase morphs can reproduce by traditional means and the social implications surrounding that (both in terms of preconditions and consequences). Presumably similarly interesting observations can be made in fantasy with relation to simulacra.
 
 
@BESW this
so much
@Miniman also yes exactly
@vicky_molokh I mean, I can see sort of how it would be useful but,.... it's incredibly creepy to me too
 
Though in EP's case, a lot more of social disagreements, interesting opportunities, pitfalls etc. circle around forking (copying of minds). E.g. the bioconservative Jovians who see resleeving as death-or-similar vs. the radically progressive autonomists who are fine with forking and merging a lot.
And then there's the topic of what happens in what jurisdictions when an alpha (i.e. identical in terms of quality) fork decides to start an independent life of its own.
 
Eclipse Phase is about how a fluid individual sense of identity changes societal identities, and it does this by providing body fluidity and societal mechanics and makes it fun by letting players attain great power at interesting costs. D&D is... not about that and does not do that and does not make that fun.
 
6:53 AM
yeeeaah
 
An example of a fantasy setting (or location in a setting) which touches upon similar topics would be Abydos with its complicated relationship with death.
 
in D&D it's all about rules lawyering everything to your advanatage, or at least depending on group
it has no mechanics built in for exploring complex things like this
so you get people treating what might be a psuedo-new entity as a summon that can be thrown to it's death for your advantage,
 
@trogdor You don't always need mechanics to explore interesting implications of things that have been achieved by mechanics.
 
and nothing is expected to be introspected or taken from that action
@vicky_molokh that's true
but it's definitely better to have them
 
In fact I'd say that in most RPGs I've seen, the deeper philosophical exploration happens outside the mechanics, and is mechanically agnostic.
 
6:56 AM
and it seriously depends on the person or group actually deciding to buy into exploring implications when they weren't prompted to
 
Well, judging by the question's text, there's already exploration going on:
'what if you can use magic to allow birth of half-nobles for some hefty sum?'. It is an implied possibility coming out of the way simulacra work in the setting, and the asker seems to have spotted an interesting emergent property that can lead to interesting social reevaluations of concepts such as nobility.
 
 
1 hour later…
8:04 AM
@trogdor Definitely depends on group. I've never really had that experience in D&D.
 
@V2Blast tis true
I suppose I am superimposing a section of the community to it
which might be a little unfair
 
8:30 AM
Arrrgh I can't find an article about how game systems encourage/allow/discourage various actions.
 
I think I may still have a link for an article about how the brilliant idea to add the "Immortal" titles to LOTRO totally encouraged fair play, friendship and trust.
Which obviously aren't important at all when you plan to build an online game (sarcasm intended)
 
@BESW As in, a particular article you've read that you're trying to find? (as opposed to just any article about the topic)
 
Yeah, I'm quite sure I've linked it in this chat before but my search skills are failing me.
Within the last year, I'd guess. It was about how for every system, there are some things it lets you do, some things it pushes you to do, and some things it gets in the way of you doing.
 
8:49 AM
it's not the one about blindness is it?
 
I don't think so but maybe?
 
Aug 8 at 8:06, by BESW
"The Fate Accessibility Toolkit, or why it'll take me a while to really play GURPS again," a short review/response by Craig Maloney. A good example of how mechanizing things like blindness in numerical-balance-focused games can go wrong: the system demands that devs make judgement calls that probably nobody should be making.
 
Mmm, no, that's not it. Good example though.
 
I mean it seemed related but I was mostly sure it wasn't what you were specifically talking about
 
9:01 AM
yeah I can't find anything else that remotely looks like it
 
.... that article just made me remember a short D&D premade adventure set I once saw in an old magazine. It was pretty horrible, and perhaps it is better if I spare you the details on how they tried to make the game more inclusive.
 
9:18 AM
@Derpy Oh cmon you can't just start like that and then leave us hanging
 
@kviiri Well, since you asked... Please forgive me in advance if I will use some not-so-good wording, as I said before English is not my primary language so I always feel uneasy when writing about similar topics because I know I may not be using the most appropriate wording.
Anyway... in what I assume was an attempt to be more inclusive one of the prebuilt character in the premade adventure module was described as "gay". Then, since the adventure considered that a disadvantage the character was made overpowered far above the rest to compensate the penalty
And to give you an idea of HOW overpowered he was... If my memory serves well he was vital to the plot (chosen one, Mary Sue syndrome), had an indestructible necklace the made him basically immortal (if he died, the amulet would act like a soul jar and automatically resurrect him at a later time even if the body was disintegrated), free spells and so on.
So - basically the message was "since this character is a gay male, here are free bonuses to compensate your pain to have to play him"
As I said, pretty horrible.
 
9:40 AM
Wow, that's... it sounds like somebody told the writer that one problem with portrayal of QUILTBAG+ characters in media is that they tend to die before the end of the story.
 
so they made it so this one could die multiple times! problem,.... solved? wait
 
@BESW it happened at least 10 years ago - maybe more. I don't remember all the details, only some bits.
I think it was a module for 3rd edition D&D.
And I think I remember some lines that did actually say "since probably no one will want to play this character, we tried to make him more interesting by giving him special ability and plot relevance"
 
@Derpy Quite a... quite.
 
@kviiri Yep, I know, probably I should have just stay silent and spared you the story.
My bad.
 
9:56 AM
@Derpy Well, I asked x)
I have a bit of a bile fascination I guess
 
10:14 AM
huh
that's a new term to me
 
 
1 hour later…
11:24 AM
Afternoon folks
 
Afternoon.
 
Morninoon
 
Eveninorning.
 
Afterning
 
11:50 AM
@trogdor /me shakes its cephalothorax disapprovingly. That review that misrepresents the purpose of disadvantages in point-buy systems. Important discussion pointing out the issues with the review's portrayal of traits and GURPS. It's not that fundamentally different from the purpose of Compels.
(There's also been another review with a similar issue recently.)
@Derpy Now this does look closer to the ideal intent of disadvantage points and compensations for added inconveniences, difficulties and complications of a PC's life, but I have to agree with you that the implementation seems radically miscalibrated to say the least.
 
12:11 PM
@vicky_molokh Yep. But the real problem was that the disadvantage wasn't "look, you lost an hand in a fight, now you are a warrior that will never be able to use a shield"
Nope, the disadvantage was that the character was a QUILTBAG+ characters
 
New user getting the usual hostile response to their first contribution.
Not sure who DV's but the new user experience continues to be colored by drive by down votes.
 
It almost made it feel like an illness.
 
@kviiri That is a neat version of "the trinity" ... thanks for sharing that.
@Nyakouai Intel and good recon are great force multipliers. ;-)
 
@Derpy I don't know about the system you're talking about, but normally there is a disadvantage in being a member of a group that a bunch of recurring people have a prejudice against.
 
@kviiri so does 5e, it's called "quick build" in the PHB and the Basic Rules.
 
12:19 PM
In systems such as GURPS or WoD, this is what you get points for. For the fact that just by playing a game, you're likely to get negative reaction, much like having a below-average charisma is disadvantageous in communicating with people.
 
@KorvinStarmast There seem to be a handful of users who literally just downvote everything they come across.
 
@vicky_molokh oh, I get what you mean. Sorry, I think it was my fault for poor explanation.
 
I'm not really sure how you'd mitigate that. One idea I had was to require an explanatory comment after every X downvotes but there'd be nothing stopping someone from making the comment to get more downvotes then deleting it afterwards, so that wouldn't really solve anything.
 
The point is that the disadvantage wasn't intended as "you are the different one in the group. Every time your party will visit an inn, the town folks will attack you with pitchforks". They weren't trying to address in game disadvantage that could relate to the character you were playing.
 
@JohnClifford I don't think it will serve us good to force that kind of activity, because said comments would not be coming from a place of wanting to help. At least not help the new user.
 
12:22 PM
The way they had it implied that the issues were for the player, not the character.
 
@Derpy Could you please rephrase or elaborate? I'm not sure what mitigation is meant here, and I don't think the point of disadvantages giving points is about mitigation the way I understand the word.
 
Basically "your friends will mock you for playing the gay character, here is compensation"
 
@KorvinStarmast Yeah, I noticed a few messages later :)
 
@Derpy Whoa. Is that actually stated? Because I would normally assume the compensation is for the NPCs' reaction, not the players' and GM's reactions.
 
@BESW Or, there is already a similar enough hybrid called a faun or a satyr that is human sized. Depends on what mythological traditions and stories one grew up with , I suspect.
 
12:24 PM
Again, speaking based on the experience with the way social stigmas are implemented in systems I know, things like 'Criminal Record', 'Uplifted Animal', 'AI' and so on are all examples of such disadvantages, and surely it's unlikely that a fellow roleplayer party will mock someone for playing a criminal or AI.
 
@BESW Yes, that would be a fine addition to the genre. Great visual image
 
@vicky_molokh that was the point. Like I said, I have only vague memories of the module (like I said, I found it in an old magazine that I bought at a comic con over 10 years ago, and that was only because I was interested in a Magic card price list that was included with it) but I remember a line that was like what I said before
 
If anyone in my group mocked another player for their character being a GSM my group would be down a player very quickly
(especially since at least one of my players is non-binary IRL and their partner is in the group as well)
 
"Since we know that no player will want to play this character we tried to make it overpowered"
something like that
 
That does sound problematic, but then that mindset wasn't exactly uncommon 10 years ago either sadly.
Heck, it's not exactly uncommon today.
 
12:29 PM
again, I don't even know if I have the magazine still stored somewhere (I think it would be one of the first one to get the recycle treatment during any spring clean up...) but I still clearly remember reading the module plot and having a "what were they thinking when they wrote this" reaction.
 
@Derpy That's an odd statement which seems to be contrary to the usual logic of character likeability (basically, making a character overpowered makes it more disliked which makes it less likely to be played out of avoidance of being branded a munchkin).
 
@JohnClifford yes, there are. I got yelled at by the mods a few years ago for referring to such users as stalkers.
 
@vicky_molokh I think they had a mindset like "Oh, no, my character is pink girlish guy while everyone else is a macho bearded dwarf - every other player will make fun of me!! Maybe if I could heal them during fights, never die, shoot lazers from my eyes and summon inns and beer on will they will like me more!"
 
I can only assume they were appealing to the min-maxer types.
wishes he could summon inns and beer at will
 
@vicky_molokh I think this is the case for experienced RPers, but it isn't the case for new players
I know some younger players in my area are very much focused on how cool their character is
and for them powerful = cool
 
12:35 PM
Hello! Can I ask for some help on how to phrase a question well, please?
 
@Sirv Is it? I had the impression it's the way things work even with complete non-roleplayers, e.g. in some fighting games and MOBAs, where some characters are hated only more for being too poverful or easy to play.
 
I don't know many people who wouldn't have been totally stoked to get a super-powerful PC for their first tabletop session.
 
I can totally see people like them being motivated by added cool stuff
 
@JohnClifford I think Pastafarian Paladins should have that power...
 
@LucasF. Go ahead! What's the question?
@Derpy But the inns only serve noodles.
 
12:36 PM
Well I'm specifically talking about RPGs, which are coop
 
How do I determine what is "good" and what is "evil" when the lines are very blurred?
 
@LucasF. Are you asking in the mechanical context of D&D alignment?
 
@LucasF. Oh dear. I'm not sure this community likes Alightment or Humanity questions.
 
If you would take, e.g. the Warhammer 40k universe as an example for a setting. Any faction, can with some degree of certainty, be labelled as "evil" in some way
 
In a competitive game then the OPness of a character can affect you a lot more
 
12:37 PM
I know, alignment questions are difficult
Apparently, I tend to ask controversial questions :D
 
I love alignment questions
 
@JohnClifford Yes, specifically if a player tried to play a character as "good" as possible
 
@LucasF. It depends on the system really, but taking D&D 5e as an example alignment is nothing more than an indicator of the kinds of actions you're generally disposed towards. It doesn't mandate that you follow through with it, just that you're naturally inclined towards actions that run alongside your alignment.
 
they are a terrible fit fothe stack, though
 
Take an orphanage that's on fire. A good character would likely try to find a water source to put the fire out. An evil character would find some wood to throw on it.
 
12:38 PM
@JohnClifford Yes, but what if what one character believes to be "good" could be argued by another to be evil?
 
we can guide you in the consideration of the mechanical rules about alignment
 
Is "goodness" and "evilness" just in the eye of the beholder?
 
@LucasF. Traditionally, in DnD, definitely not.
 
Well that's just it; alignment is very much about personal belief. Someone might consider themselves the goodest of the good but their actions, viewed externally, are horrific.
 
But it varies.
 
12:39 PM
but we cannot (on the main stack) help you with questions about whether a given action in a given context counts as evil or not
 
What if it's an orphanage for evil aliens that wants to eat the faces of people? Just, hypothetically?
As an example for something where "good" and "evil" isn't so clear-cut
 
it is your own determination as a DM whether or not internal intent and belief counts at all for determining whether or not an action is good or evil
 
The good character might still try to save them because all life is precious. Which someone might view as an evil action because the saved aliens will then go on and eat faces.
 
Is it enough if a character can explain their reasoning to themselves?
 
@LucasF. Then you're into much more interesting discussions than the simple concepts of good and evil hold up to
 
12:40 PM
I would say that if they can reason it internally that's sufficient.
 
@JohnClifford I would be inclined to agree
 
It's about what alignment the character perceives their actions to be, rather than their actual end result, IMO.
 
"I think what I do is good. My morals justify my actions"
 
@LucasF. The problem with that is that people rarely do things they think is wrong
 
so alignment is both objective and internal
 
12:41 PM
@LucasF. That reads like the utilitarian family of alignments!
 
Someone who lives by the tenet "the ends justify the means" might do some seriously awful things in the service of an otherwise good cause. To them, they're still a good character. Sirv does have a valid point though.
 
@Sirv That is true. By this logic, the orks that murder and pillage are "lawful good" as well, because in their eyes, what they do upholds the traditions of their race
 
the question isn't whether or not the individual thinks what they're doing is the "right" thing or what they think good is
 
Although in the case of characters who lean neutral->evil, they might know by their conscience that a given act is "evil" but go ahead and do it anyway because they don't care enough about the morality to not do it.
 
I think the question boils down to "Is alignment relative to the individual, or absolute?"
 
12:42 PM
the question is whether or not the expected results of the actions they take are objectively consdered good or evil
D&D alignment is absolutely absolute and always has been
 
@LucasF. As said before, the traditional DnD model is that it's definitely an absolute.
 
@Carcer @kviiri Thank you, I will keep that in mind.
 
Zariel in DnD is a fallen angel, who fell and because evil aligned because they wanted to fight demons
 
I agree with that up until 4e but you can now have evil Paladins so there's some wiggle room for interpretation there. :P
 
Do you think it's still a good question to ask? Or since I already have an answer, should I just not?
 
12:44 PM
it's not a good question to ask on the stack
 
Alright, then I won't
 
it will get closed because such questions generate endless argument
 
I would assume so
 
all we are offering you in chat is our personal interpretations of things anyway
I am obviously of the opinion I've got a good and consistent approach to dealing with questions of alignment but that is just me
 
I wonder what a relative alignment compass would look like. As @Sirv said, people rarely think what they do is "evil".
 
12:45 PM
I wouldn't ask it on Stack.
 
Perhaps something like "Altruistic vs. Individualistic"?
 
If you take an established character like Strahd von Zarovich as an example, Lucas, he absolutely knows that the things he does are evil. He just doesn't care.
 
the good/evil dichotomy basically already is altruism vs. selfishness
 
I'm not that knowledgable on lore, sadly.
 
@LucasF. 4e and later 5e downplay alignment quite heavily, to the point it's hardly ever mechanically relevant in 5e. But in earlier editions, there is a fair amount of "doing X is always evil" no matter the means to those ends. Eg. the use of poisons was in one sourcebook, for 3.5e IIRC, considered always an evil act.
 
12:46 PM
good people are people willing to sacrifice meaningfully to help people they don't know
 
waiting for the moment someone will mention Mill, Kant and Hobbes
 
evil people are willing to hurt others seriously to benefit themselves/their allies
 
@kviiri I personally see alignment more of a tool to aid fleshing out the character, rather than a stiff game mechanic
 
neutral people won't seriously inconvenience themselves to help strangers but also won't seriously hurt others to help themselves
 
I don't think it's possible to assign absolute alignment value to actions because depending on how they play out they might have good or bad consequences regardless. It's that old morality question: if you murder someone who would have gone on to, say, commit genocide and take significantly more lives than you did, did you do a good thing?
 
12:48 PM
@LucasF. It is a more common view nowadays, but it totes was a rigid mechanic in earlier editions. You'd have spells and such that worked against a certain alignment or so on.
 
Like, a chaotic-aligned character may be more inclined to tell a guardsman "Don't tell me what to do"
 
Hence why I pointed out the traditional DnD perspective, since that's pretty much something I can state objectively.
 
Its main relevance in 5e is for attuning to magic items, really. The rest is fluff and flavour.
 
@kviiri I wouldn't enjoy this. "I'll kill you, but in order to determine how, could you please have a philosophical debate with me first?"
 
you'll probably find there's a general pushback here against using alignment to lead the character as opposed to alignment as descriptive of how the character is
the character should act the way they do because of who they are, and then you figure out which alignment category that fits them in afterwards
 
12:49 PM
@Carcer I'm sorry, I don't really understand what you mean by that
 
I personally don't like "alignment as a personality barometer", I think they should've ditched it in favor of other ways to develop one's personality.
 
I agree with Carcer.
 
Ah, now it makes more sense
 
Prescriptive vs descriptive.
 
But DnD does have a thing for sticking to their legacy
 
12:50 PM
Yes, I don't set out like "I want to make a neutral good character"
I like the concept that a GM I played with some years ago
 
so less "chaotic characters tell guards to go stuff themselves" and more "my rogue has a problem with authority, so he's probably chaotic"
 
Two of the characters in my group started out with "chaotic neutral" on their sheets and the way they've been playing I have no reason to change that. XD
 
@Carcer What value do you get from ultimately making the judgment, though?
 
He asked every player questions like "How would your character react in this situation?"
 
@kviiri there's some mechanics where it's relevant, and you might be okay with a world where good/evil/law/chaos are kind of abstract spiritual forces in that sense
 
12:52 PM
Like "Imagine being Peter Parker after the wrestling scene"
 
but I can understand just wanting to ditch the system for being a bit naff.
 
@JohnClifford so what does a neutral character do? I object to that perspective, since I think that most good, evil and neutral characters would try to put the fire out.
 
@Carcer It's almost like there's more than 9 ways on how to describe a character :D
 
@KorvinStarmast flips a coin and chooses wood or fire at random
 
@KorvinStarmast Basically whatever they want but without actively hurting anyone else if they can avoid it. They're out for themselves but they'll help others if they benefit from it.
 
12:54 PM
@LucasF. well, yes. But I consider alignment categories as, well, broad categories, not each one being one of the 9 personality types available in D&D
 
I've always disliked this assumption that neutral characters are "generally good"
 
well, depends on your definition of good
most people are neutral
 
I would agree
 
and most people are generally nice
 
@Carcer Uh, were you trying to be funny with that?
 
12:55 PM
I would disagree
 
7
Q: Given one sending stone, how can I locate its mate?

Ryan ThompsonSuppose I have one of a pair of sending stones, and I wish to locate the other stone of the pair. Is there any spell or other magic that will allow me to find the stone's mate? Assume I have never held or seen the stone's mate. A limited range solution is potentially acceptable, but a longer ra...

 
The thing is, tabletop roleplaying in general (and D&D especially) are supposed to be environments where players can do anything. Or at least they can try to do anything. It's not like it's hyper-realistic, but it also isn't intended to be a limited sandbox. Real people are a complex mess of emotions, motivations, subtext, mindgames and manipulation. Why would a PC be any less complex? I don't think singular alignment allows for enough flexibility.
 
most people do not go out of their way to help each other, but they will do things like hold open doors and try not to run you over and that kind of thing
 
@Carcer Nope, that's chaotic rather than neutral. ;-)
 
you can be an example of a perfectly kind and considerate and even arguably generous nice person that we'd probably call a good person in reality but that doesn't qualify you as good by my interpretation of the alignment system
 
12:58 PM
@HotRPGQuestions Every stone is a sending stone. It's just that for the vast majority of stones, their pair is somewhere out there, very likely in another galaxy. Pairs with both ends on the same planet are rare.
 
If you want to break it down to an admittedly-simplistic representation: good characters ask "What can I do to help you?". Neutral characters ask "What do I feel like doing right now?" and evil characters ask "What can I do to help me?"
 
When you hear a voice but can't figure out where it came from, someone accidentally activated a very remote sending stone with its other end near you.
 
bah, I have a meeting
 
Personally I think that alignment only makes sense on cosmic scales - devils and angels and demons (whats the CG equivalent?). If you have to apply it to humanoids, it should be related to this - a Faustian pact aligns a warlock as LN, a devotion to a god might make you CG (or anything else). Neutrality is avoiding this cosmic battlefield, or pitting things against each other.
 
@Sirv I think Chaotic Good gods use Lawful Good angels too, at least in 5e lore. It's more convenient.
 
12:59 PM
The original alignment system had law, chaos, and neutrality and was a variation on something that Arneson had run into in the Blackmoor games he was running ... as some of his characters began to betray each other / backstabbing and such, he arrived at the chaotic character concept. (If you read Svenson's account, the first raids were very much "if we don't work together we will fail ... and as it is, quite a few will perish in the end).
 

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