Well, in all honesty my own experience is fairly limited. I did do something similar, to try and make the "trip between towns" more interesting, so I just came up with a list of random things to roll against haha
I'm just still figuring out things to cut from what's essentially a pulp hero
I'm definitely cutting the trans-phobia from the core power philosophy by papering over the shitty bits inherent to it, Smiling Proud Wanderer while a classic of the genre, is still very, 50's even though the charachter has been reclaimed by the LGBT community in the region.
Yeah, the whole superhero genre is based on a rather troublesome "exceptional people can break ordinary rules" concept, and pulp sensationalism trends toward themes like exotification or villification of the other. Makes for messy reclamation.
more about me trying to adapt a Wuxia hero for a modern superhero game and the issues that come with it because it's an old genre with troubling core pieces because of it
The general tropes and biases of superhero media, they're not really baked into the system itself. The system is flexible enough for games in other genres.
A few? My comment was about how the system can simulate so many things, but the character creation process is so burdensome that it's often daunting to new (and experienced) players
Compared to D&D the system's mechanics are relatively simple. But there's just so many combinations of options, it can be overwhelming.
For a while I'd advocate M&M3e for everything, but BESW et al got me aboard the Fate bandwagon, and now Fate is one of the few systems I still want to GM
That's how I was too, and then I tried GMing too many number-crunchy systems that focus more on building characters than playing them, and I decided that simple and flexible could be a better fit
Sure, once you're versed with the system, it's a bit easier to assemble PCs/NPCs. But for new players? It's complicated, trying to quantify the superhero idea they want, and then how to adjust the numbers to optimize it.
@GeoffreyLim Yes, it's called Millennium Blades. The board game you play with your friends, about a bunch of friends playing a card game called Millennium Blades.
(Millennium Blades was invented by Pritchard Leftfield, who went back in time to teach it to the ancient Druid kings. But their meta was far too primitive, so he returned to the present day bearing PROMO CARDS FROM ANOTHER TIMELINE.)
One of the gimmicks of Millennium Blades is that you buy "packs of cards" that are one play-relevant card and a bunch of chaff that's below simulation level, and all the packs have distinct backs with the set breakdown on them.
So as an actual random resolution mechanism, maybe not the best.
Hm. You probably could do something with an MB pack of cards though. Draw three, try to hit a certain star power, per-character bonus effects based on drawing certain elements or allegiances.
Of course the whole thing costs eighty bucks so it's pretty much a pipe dream at this point.
This question is based on my experience with bounties I've placed on two separate questions in the past couple weeks, spending a total of 400 rep.
After placing each bounty the questions were moved to a tab on the questions page titled Featured. However the tab is actually a secondary tab whic...
@BESW I was thinking that we should/could allow for multiple uses of the same thing, like extra head for example, to a maximum of 1 each. So maybe have 5 copies of the same thing, but only one use per person.
(In addition to the word "HEAD," in this design iteration the card category will be defined by color and texture as well. A "BODY" card might be, say, purple with fur.)
One of the Site Mods has an issue with one of the questions I asked about a specific spell. They have stated that it is not right to quote the whole spell due to "fair use". I disagree and feel that keeping the spell as a whole is better for people who are researching the spell and might have q...
that has pointed out to me the great disclaimer in the elemental evil player companion
"Disclaimer: For safe utilization of elemental magic, remember the following guidelines. You can drink water but not fire. You can breathe air but not earth. You can walk on earth but not on water (unless you have the right pair of boots or spell). You can do a lot of things with fire, but almost all of them are bad ideas."
@goodguy5 I'm very suspicious of claims of "helpful for this one subgroup of people". Chopping your sample population into subgroups and analyzing each of them is a common trick to turn noise into results.
@MarkWells In Statistics, it's called P-hacking. In a sample, if your subjects have lots of varying incidental variables that weren't explicitly controlled for by the experiment, you can divide up your sample based on each of those variables, and if any of the groups you form show some kind of outlying trend, you use that to make claims about your study. It is highly unscientific, but it happens a lot.
A man with more intelligence than wisdom described the number of bits of evidence for a theory. Short version: you want twice the bits as required to express the equations.
@Slagmoth Crawford does this enough that I strongly suspect he doesn't actually want to resolve ambiguity. You ask him what exactly move earth can move, and he answers "earth", because that's what the spell description says.
@MikeQ The point is to focus on elementary mathematical operations. If I delve too far into the theory/academic side of things, it makes the concepts harder to understand. If a person wants to learn that stuff, they can go to their local Community College and take a few Stats courses. =P
It's also important to handle Averages in the manner I've chosen, because it's a technique that works for any distribution, uniform or (frequently) discrete, and you don't have to learn new methods.
@GreySage FWIW, my terminology use is consistent with the definition I gave on page 3 and enforced through the rest of the document, it's just not consistent with the Dictionary Definition. =P
TBH, I find probability expressed as a ratio of wins-to-losses to be really frustrating. Especially when you're not dealing with binary outcomes.
> 3 / (6+4+9+2), right? Wait, hang on, I forgot to add the 3 to the total! So it's 3 / (3+6+4+9+2), now I just need to find my calculator, punch in 3 / (6+4+9+2), and—darn it, hang on! Okay, 3 / (3+6+4+9+2), okay, it's definitely 1/8, now how about 6, so it's (6+3+6+4+9+2)—darn it!
Querying for the value you want is too simple! Any master programmer will tell you it's better to select all table entries, and then iteratively remove values you don't want.
So as part of the appendix of this guide, I was curious what the stats were for someone with Elven Accuracy who consistently chose to reroll the higher die, rather than the lower die. The results were interesting.
@goodguy5 Roll 3 take mid is biased towards the middle range, not towards improving the character's roll. Although as a plot twist, common DCs are more likely to succeed than fail, so I reckon that'd still change one's odds of success for the better?
@MikeQ I don't know what that is, but I felt a part of my soul die when I read that.
I actually have two distinct versions of my probability calculator, one in Java, one in C++. The C++ version is where I optimize and clean everything up, making sure it works as well as it possibly can, the Java version is where I prototype and test algorithms and try out new approaches.
TBH, it's actually really simple to increase the state footprint of my program: I just need to add extra fields to my DieFace container. I don't do that though because it slows the program down, and while it still generates most stuff in less than a second, some inputs can seriously slow it down.
One answers my title better. The other one spends far more time and effort to answer my personal case better. The first one is better for future users, the second one I'd like to show appreciation for their time to help me personally.