I don't like avocados
something is fucking wrong with you
I don't like avocados
I know that a lot of RPGers want to try them all, but If I join a jeep club, it's because I have a jeep I want that takes me to all those places out in the wild to enjoy the wild. It isn't to test drive every jeep model that comes up year-upon-year, or talk about how to get max horsepower out of the engine in a garage full of gearheads. So long as it gives me the experience I want, I'm not really looking to invest again because the 2020 has bluetooth and a cup warmer.
I know every inch of the one I've driven for decades, every vibration, and other feedback loops most don't even notice; and it never fails in getting me to that wild outdoors that's the real driver for my participation in the hobby.
Been called worse.something is fucking wrong with you
As always, you make a persuasive argument. There is no doubt that moments of high drama can be focused around the dice roll (e.g. saving throws!), and that in retrospective those mechanics can mentally disappear, leaving an immersive recollection.Basically, I find "DM mystery" and "player ignorance" to be vastly overrated and not useful to creating immersive play.
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Trust me, when the dice are bagged up and the players are reconstructing the night's events from their character's perspectives - they're still seeing that immersive abstract "movie" in their heads, anyway.
I think I understand what you are getting at. You feel it's counterproductive (i.e. less fun) to obscure certain routine mechanics because it slows down getting to your "meat"---that being tactics/strategy/resource-management. I find that totally legitimate. In contrast, I think I lean a bit more towards exploration of the unknown. All in al,l it's a neat tirade of classifications. Thanks for that.Every game requires constants to unlock the variables. It's all math; it's all algebra in narrative drag, even if never acknowledged. What is the variable the group has the most fun unlocking? I find the most fun for what I'm looking for out of the game is unlocked by making some mundane game mechanic risk constants known. Your group preferred the constant of getting by via more mundane/reliable methods and bypassing *magic* that often enough couldn't be reasonably determined to be helpful or harmful to your overall goal.
I see two clear votes for weapons vs. AC, and now I'm curious enough to try adding it.
although it doesn't have WvAC embedded because of how much processing power it would take to check each token for a specific armor type, if there were a bunch of tokens on the screen.
When weapon speed factor is the determinant of which opponent strikes first
in a melee round, there is a chance that one opponent will be entitled to
multiple attacks. Compare the score of the lower-factored weapon with that of the higher. If the difference is at least twice the factor of the lower, or 5 or more factors in any case, the opponent with the lower factored weapon is entitled to 2 attacks before the opponent with the higher weapon factor is entitled to any attack whatsoever. If the difference is 10 or greater, the opponent with the lower-factored weapon is entitled to 2 attacks before the opponent is allowed to attack, and 1 further attack at the same time the opponent with the higher-speed-factored weapon finally is allowed to attack. Note that such speed factor considerations are not applicable when either closing or charging to melee, but after an initial round of combat, or in cases where closing/charging was not necessary, the speed factor considerations are applicable.
The speed factor of a weapon also determines when the weapon strikes during the course of the round with respect to opponents who are engaged in activity other than striking blows. Thus, suppose side A, which has achieved initiative (action) for the round, has a magic-user engaged in casting a spell. Compare the speed factor of the weapon with the number of segments which the spell will require to cast to determine if the spell or the weapon will be cast/strike first, subtracting the losing die roll on the initiative die roll from the weapon factor and treating negative results as positive. Example: A sword with a factor of 5 (broad or long) is being used by an opponent of a magic-user attempting to cast a fireball spell (3 segment casting time). If the sword-wielding attacker was represented by a losing initiative die roll of 1, the spell will be cast prior to the sword’s blow. A 2 will indicate that the spell and the blow are completed simultaneously. A 3-5 will indicate that the blow has a chance of striking (if a successful “to hit” roll is made) before the spell is cast, arriving either as the spell is begun or during the first segment of its casting. Suppose instead that a dagger were being employed. It has a speed factor of only 2, so it will strike prior to spell completion if the initiative roll which lost was 1-4 (the adjusted segment indicator being 1, 0, 1, 2 respectively) and simultaneously if the die score was a 5. If the weapon being employed was a two-handed sword (or any other weapon with a speed factor of 10, or 9 for that matter)
there would be no chance for the reacting side to strike the spell caster prior to completion of the fireball. Note that even though a spell takes but 1 segment to complete, this is 6 seconds, and during that period a reacting attacker might be able to attack the magic-user or other spell caster prior to actual completion of the spell! If combat is simultaneous, there is no modification of the weapon speed factor.
As for decisions that are uninteresting simple math decisions - that applies equally to any decision a character could make that produces a modifier to a roll.
As for weapon sped factor, I use it only when two closely matched opponents are in combat. In mass-melee situations the added calculation takes too much time, detracts from the action, for combat simulation is not featured in the LA game.
Aargh! Forget weapons speed factors. I must have been under the effect of a hex when I included them in the bloody rules![]()
Also, you have a 17% chance of rolling any particular number on a six-sided die. Two people don't have a 17% chance of rolling the same particular number on opposed six-sided die rolls. I'm not a mathematician but I'm sure one will be along shortly.
Each transaction may be short, if you have been playing for years and don't need to look anything up. But as you start piling on subsystem transactions, many of which have different mechanics, it all starts to pile up. And what do you get out of it? Simulationism? Balance for MUs? Even if I thought it accomplished those things, I just don't think its worth it.
For interest, here's what Gygax said about speed factor on Dragonsfoot:
And here's what he said on Enworld about weapons vs. AC: "we never used the weapons vs. armor type adjustments."
Let's say we both roll d6, but you roll first. Whatever number you roll, I have a 17% chance of rolling the same number. So if you roll a "2", and then I roll, I have a 17% chance of rolling a "2".
This does not change if we roll them at the same time.
Let's say we both roll d6, but you roll first. Whatever number you roll, I have a 17% chance of rolling the same number. So if you roll a "2", and then I roll, I have a 17% chance of rolling a "2".
This does not change if we roll them at the same time.