Myles Garrett: Micah Parsons 'should get every penny he's owed' https://www.nfl.com/news/myles-garrett-micah-parsons-should-get-every-penny-he-s-owed
Is now a bad time to point out Canada already has a king, I've met him, he's a nice fellow as is his brother I dined with. Thing is, like most kings, he has absolutely no power whatsoever, the Commons write his speeches. It's a very good system, a living fairy tale.
In the seventies I lobbied to have PET declared king for the same reason, to get him out of politics.
Does anyone have an IEEE DataPort subscription through your work or institution and would be open to sharing some files?
I'd love to get https://ieee-dataport.org/documents/cloud-telescope-internet-background-radiation-may-2023…
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.
Did you know that the #UniversityOfGeorgia has TWO sets of Jean Charlot murals on its campus? Charlot hung out on the UGA campus for three years in the early 1940s, teaching and working with students. His murals that were inside what was once UGA's journalism building recently underwent some restoration thanks to our museum and the help of a lot of people from across campus.
> polski "patriota"
Przyglądasz się.
> zafascynowany USA
> zależny od korporacji z USA
> zależny od tanich towarów z Chin
> zależny od siły roboczej imigrantów
> mówi mieszanką polszczyzny z angielskimi zapożyczeniami
> nie radzi sobie z polską ortografią
> słabo zna historię Polski
> marionetka Putina
God to a European: “I’ve created the marvel of the universe and everything in it, how would you rate my work?”
European: “7 out of 10”
Goth attire is dark & has spiderwebs because it goes with everything & we haven't had the energy to go out in years and the spiders made a mess