
2025-05-30 22:57:24
I know an academic who does the same thing. He schedules a 3-4 hour online research meeting from time to time, but he really uses the slot to run a #TTRPG session for us.
His field of study isn’t TTRPGs. https://masto…
I know an academic who does the same thing. He schedules a 3-4 hour online research meeting from time to time, but he really uses the slot to run a #TTRPG session for us.
His field of study isn’t TTRPGs. https://masto…
For those who think that going out is the wrong thing to do today: Here's a quick puzzle for you.
#MathPuzzle #ScientificAmerican #DicePuzzle
https://seedlinggames.com/blogging/discourse/grounded_fantasy.html
I wrote a blog post defining "grounded fantasy". At least how I see it - I'm sure it's the sort of thing everyone could come up with their own definition of.
Result of many months of work - over 15,000 LEDs to make a dim room. For #neotropolis
The triangles on the front are segments of 32 addressable LEDs, but were just solid white most of the time. The window clock is sheets of WS2816 driven by Novastar processor. The columns are RGBW DMX512. (one color per column.)
The columns are laser cut. The mirror pieces are CNC'd with my home…
has anyone been to Kubla Con? How is it?
#trrpg
The full formula for the probability of "success" is:
p = {
1/(2^(-n 1)) if n is negative, or
1 - (1/(2^(n 1))) if n is zero or positive
}
(Both branches have the same value when n is 0, so the behavior is smooth around the origin.)
How can we tweak this?
First, we can introduce fixed success and/or failure chances unaffected by level, with this formula only taking effect if those don't apply. For example, you could do 10% failure, 80% by formula, and 10% success to keep things from being too sure either way even when levels are very high or low. On the other hand, this flattening makes the benefit of extra advantage levels even less exciting.
Second, we could allow for gradations of success/failure, and treat the coin pools I used to explain that math like dice pools a bit. An in-between could require linearly more success flips to achieve the next higher grade of success at each grade. For example, simple success on a crit role might mean dealing 1.5x damage, but if you succeed on 2 of your flips, you get 9/4 damage, or on 4 flips 27/8, or on 7 flips 81/16. In this world, stacking crit levels might be a viable build, and just giving up on armor would be super dangerous. In the particular case I was using this for just now, I can't easily do gradations of success (that's the reason I turned to probabilities in the first place) but I think I'd favor this approach when feasible.
The main innovation here over simple dice pools is how to handle situations where the number of dice should be negative. I'm almost certain it's not a truly novel innovation though, and some RPG fan can point out which system already does this (please actually do this, I'm an RPG nerd too at heart).
I'll leave this with one more tweak we could do: what if the number 2 in the probability equation were 3, or 2/3? I think this has a similar effect to just scaling all the modifiers a bit, but the algebra escapes me in this moment and I'm a bit lazy. In any case, reducing the base of the probability exponent should let you get a few more gradations near 50%, which is probably a good thing, since the default goes from 25% straight to 50% and then to 75% with no integer stops in between.
Third throw of the dice on an arts council application for our festival is in, lets see..
I am extremely late to the conclave themed blog posting trend but here it is.
It's mostly a bunch of miscellaneous thoughts about how to be a bit less cliche about fantasy religions and also some specific things I've done, mostly with Cairn.
https://seedlinggames.com/blogging/w…
L’ Hudson sembra sia diventato verde a causa della caduta dell’elicottero a New York.
Si sta ancora studiando il fenomeno.
É un mistero.
Nessun componente dell’elicottero sembra possa produrre quel fenomeno.
Si dice però che trasportasse cornetti al pistacchio.