@trogdor No, just must have mis-counted my "missing rep" the other day. I only got something in the five-thousands, but Mr. Data here =) is getting 6714.
I'll bet someone like SSD has a pretty low %age among Mortarboard holders. I assume that with that many good answers he must pull 100 rep every day just from new people coming to the site and "discovering" him. (Thus the concentration of rep onto days with "overvoted" posts is low, compared to a 5e-farmer like miniman or me.)
Play of the game from tonight's Curse of Strahd session: party enters dark room and hears lots of rustling. Druid (three levels lower than rest of party) fires off daylight. Party sees twenty-five vampire spawn in the room. Druid hides under a table, while spawn are all disadvantaged and taking 20 damage each round. Four round later he rakes in 4500 XP for using one spell slot. Now only two levels "low."
@trogdor the only unhappiness I feel around rep is when I'm at 200 on the day and find myself less-willing to downvote something because I'm "afraid" I'll end the day at 199 rather than 200. Then I feel shame all on my own, without needing anyone else to shame me =)
@nitsua60 well that is actually part of my point, I am proud that I don't care that much about rep, but I don't want it to come off as putting people down for any amount they do happen to care about it
@Miniman Not entirely. These kinds of things, even when they show up as assertions in MSE posts, are black-boxy and never quite convincing. Too much about the details of how the site works is obscure.
@SevenSidedDie well, now that I grabbed "Epic" and have forecast that it'll take me another three years to grab "Legendary", I've vowed to stop worrying about rep-capping.
@Miniman that seems a lot easier less fun than perusing the plain-text /reputation page and back-figuring what they "must" be.
I just noticed a ten-point discrepancy between my /reputation page's number and the one displayed in all the "regular" mainsite places. In fact, now that I think of it it's been there for a couple hours. The badge tracker told me I'd gotten "Epic" one upvote earlier than my achievement bar showed +200 and the badge award, at which (later) time my badge list also newly showed "Epic." Any thoughts?
@Miniman It sounds like it still would if it was before hitting the cap (there “lost” rep after hitting the cap doesn't suddenly appear after losing rep), but again — uncertain. It would take Sciencing it, and that stuff is hard to Science properly. Or asking a MSE question, I guess.
@nitsua60 I have noticed things like that seeming to happen, if I understand what you are saying at least, sometimes stuff like that takes some time to update everywhere on the Stack
@BESW It's the desire I have to respond to "I was hoping there was a word from the devs" with "there was, and they published it in the book where they describe every other thing of a type with this thing you're asking about."
There's at least two kinds of easily confusable questions here though:
I hear the DMG has rules for X. I don't have the DMG. What are the rules for X?
Are there rules for X? What are they?
#1 is a deeply problematic question that asks us to engage in violating copyright: the person should buy...
@BESW but I think it may be a weird cultural artifact of OGL-effects. In previous editions is it fair to say that "I didn't find a rule for this on the web" was equivalent to "there isn't a rule for this"? 'Cause it sure seems to me (an outsider) that all the "core" 3.x/4 stuff is out there in official capacity.
I guess I'm wondering if he's actually done what would be a "reasonable" amount of research in recent edition(s), but turns out not to be appropriate in this one.
@BESW I'm not sure that's necessary - it shows a clear lack of research, and I've downvoted it as such, but there's not really a close or delete reason here.
I don't have my books handy, so I can't quote rules for you, but here's my recollection based on several years of playing Fate:
Players can narrate their own actions. And they can answer questions that you ask them - filling in blanks and taking a portion of the burden of narration from you.
Bu...
This post: Is it possible to stuff a Bag of Holding inside another Bag of Holding? made me ask, is it ok to ask questions here about specific rules, which are only unclear if you don't own the raw materials?
As the case OP is asking there is an explicite mentioned case in each description of the...
Apparently the company, Niantic, has been working on AR games for a while: first in 2012 with Field Trip, then in 2013-14 a new game called Ingress, which I'm told is where a lot of the pokestop locations came from (and why they're largely works of art and monuments and other things). Started out as a Google company, then struck out on its own last year.
The pokestops are a form of Augmented Reality: real location, now let's create some game meaning for it. So is the entire notion around catching pokemon that are theoretically right there to your left.
I've heard there's a horror/suspense one that you play in your own house with your phone as a "spectral detector"--it hijacks your camera and overlays ethereal images where there be ghosts.
BTW there should be an RPG.SE game where you can catch a @trogdor or a @doppelgreener or perhaps a legendary mod, depending on time of the day and some other circumstances. I just realised it's RPG.SE chat
@eimyr last night's game, relevant context is that this GM uses 1" oblate spheroids for mooks. Party ends up in a locked room with two dozen vampire spawn. Me, looking at battle-map two rounds in: "Uh, guys? We suck at Go."
@doppelgreener it's like the chatbots are real!
I feel like there's a real person hiding inside me!
Btw, @BESW @Shalvenay @Adeptus @doppelgreener @Miniman: I was looking back the other day at our "Zero to Hero" conversation of a few months ago and wanted to thank you again for your feedback/input. This month I may take a stab at finally getting a workable draft onto paper.
@nitsua60 Awesome, definitely link when it's done - if nothing else, I'm still not 100% on exactly what it is, so I'll be interested to see it for that reason at least.
@doppelgreener Actually, on the "keeping in the loop" matter, I'm in back-and-forth discussions with DM's Guild as to how much I can do that without running afoul of their Content Agreement.
Obviously talking "about" the thing, especially when it doesn't even exist yet, is fine.
But I'm not clear on when "discussing" rises to the level of "posting the material elsewhere;" and is posting elsewhere permissible before posting to DM's Guild?
These things aren't clear.
@Miniman "publishing" in the sense of "if I really end up liking it, I'd like to throw it up on DMs Guild."
Possibly paired with a buddy's essay of the same name which discusses the in-universe interpretation of what it means that most people are "normals," with some having a "spark."
(It doesn't help that I'm totally not firm on what CC BY-SA and all its cousins entail, either.)
@Anaphory many sites' metas have a catchall "sandbox" question that serves (poorly, IMO) as a container for that purpose. I, personally, just stick it into a text file on my desktop. (With a link to the question it purports to answer in the head-matter. I've learned that one the hard way!)
@nitsua60 Currently, my answer starts with “This answer will not cite experience, because overall, this is not my play style, and when I do want to play something high-prep, I play something else. I will try to hunt down experience by others – in the meantime, you are supposed to downvote this answer.” in case I submit it before adding in experience :)
I resisted the urge to post a half-thought-out not-from-experience answer and wish a good evening, for now I shall go home and then go away to play some games.
@SevenSidedDie that's a much nicer comment than the one I was resisting writing the urge to write: "I don't know, will you be posting redundant answers on those ones, too?"
(Read: nice job with the gentle, kind, respectful, and patient moderation.)
@Anaphory I like to post what I have and immediately delete, so I can work on it and then undelete when it's ready. Putting "draft" at the top or explaining in a comment before deleting the post can help avoid confusing 10k+ users who see it.
@nitsua60 Thanks for the outside perspective. I felt grumpier than that when writing it… So, success!
The @DriveThruRPG Deal of the Day cuts 40% off horror-investigation game Monster of the Week http://drivethrurpg.com/product/143518/Monster-of-the-Week?affiliate_id=24139 https://t.co/KPbGXui3jW
@DForck42 same as always. More recently, I'm trying to run a ply by forum of D&D but I want players that I already know and one of them is bad at English which means I'm probably going nowhere.
I'm not including buffs in those numbers, and they didn't have a PC primarily devoted to giving everyone else buffs (they used to, but the player left island).
Also, that +16 is on the low end because it's a character who mostly targeted non-AC defenses.
That said, I have problems positioning my enemies around a fighter that marks at least two enemies per turn and makes its anti-shift / anti-opportunity reactions at range 2
@Zachiel That's legit. Most encounters I was designing for a fighter whose every attack pushed 4 to 9 squares, marked, slowed, and proned.
That's why I had weird and nasty synergies like:
- Mad Ones are Skirmisher Minions with an Aura 2 that inflicts Vulnerable 15 Psychic on enemies. - The Mumbler is an Elite Lurker with an Aura 5 that inflicts 1 Psychic on enemies who starts their turn in it. - Shathrax is a Solo Lurker mind flayer who can use his opportunity attack action to teleport adjacent to someone who takes psychic damage.
In another encounter, I had minions who "popped" and left unpleasant terrain in the square they died, so the setpiece became increasingly perilous as time went on and the strategy lay in controlling where the minions got popped.
But none of that is especially helpful to you because you don't want to invent new creatures tailored to the group; you want to find a universal mathematical solution you can apply to pre-made monsters.
In my experience, sadly, that was impossible: weird and wild mechanics were the only way I found to make fights consistently interesting/challenging because the numbers are rigged in the players' favour and the basic exchange of blows is kinda boring.
I had to shift up the strategy, not the numbers, to make fights engaging.
I also want to learn to employ the monsters strategically, but mostly I feel that the players are controlling who can get hit with positioning and my only tactic is swarming. Maybe it also has something to do with their initiatives being like 10 more than the monsters.
In their current encounter there was one enemy that had a large area of difficult terrain around it, minions that ignored it (but mostly ran to their death) and a soldier troll who should have stayed back to kill things with his bow but instead charged to get some whirlwind attacks on the party. The result is that the party killed him before engaging with the other monsters and now the other monsters are cannon fodder.
@Zachiel imho sounds like you need to bump up monster defenses and atk rolls to get them on an even footing with the chars
and possibly thier hp as well, depending on how hard your npcs are hitting
an easy encounter should last AT LEAST 2 rounds of combat, so it should have an ac where they can hit ~50% of the time and hp to last roughly that long and should hit the pcs ~50% of the time
and other encounters scale up from there
but yeah, 4e had a lot of balance issues when it came to pc vs monsters in combat
and all of the extra dragon agazine stuff makes it even worse cause those aren't balanced at all
You're welcome to lurk or chat as you like. We're surprisingly on-topic right now, but the chat ranges pretty freely so long as everyone can be nice about the subject.
@JackStout That challenge ought to lead you to other groups too, it's a good jumping-off point.
And if you're interested I can dig up some design podcasts I've enjoyed.
Once you get a toehold in the indie design community, you'll find it's deeply interconnected. Any particular place you start will be talking about other "neighbourhoods" where they also hang out.
(And, frankly, "indie" design is perhaps too strong a word. The RPG dev community is small enough that distinctions like "indie" or "mainstream" are kinda laughable and everybody you'd actually want to talk to knows it.)
That's why stuff like the 200-word RPG challenge is so cool: it's got folks like me, and folks who are publishing big-recognition games, rubbing elbows on an even footing.