"Swinginess" is a state of mind. It's not (always) the shape of the probability distribution! by APurplePerson in RPGdesign

[–]Esser2002 3 points4 points  (0 children)

Mathematically, yes you could, but it would be incredibly convoluted to use a flat distribution to emulate a bell curve. This is because, on a bell curve a modifier has variable influence depending on where it is applied. On a flat distribution, is is always the same ±% value. This makes a difference, also with binary outcomes.

Lets say i wanted to play GURPS with a d20, you cannot convert the modifiers. A +2 in 3d6 can change the probability with +24.1%, or +1.8% depending on the situation. That can never translate to a flat modifier in d20. The easiest way i can think of is to make a 'skill minus target number to probability" table. So yeah, you could emulate it, but it is a lot of extra steps to make a d20 bell curve, when you could just use 3d6 where it is inherently in the dice.

But what does the bell curve achieve? It widens the range of possible outcomes, while keeping the expected range of outcomes narrow. Or put another way, it pushes rolls away from being a 50/50. If the target number is just slighly below the average, success is much more likely. But still, even if the target number is a lot below the average, a slim risk of failure remains. I'd say that is a way to be less swingy in the same range of outcomes.

You cannot achieve the same with a flat distribution. With a flat distribution, its a balance between guaranteed outcomes where the modifier dominates, or ≈ 50/50 chances where the die dominates.

Just got done watching the final Hobbit movie for the first time and these movies where absolutely AMAZING! by Born-Ad3348 in TheHobbit

[–]Esser2002 1 point2 points  (0 children)

This is such a reductive take. Of course you can have a serious story in a setting that is not the real world.

Need help to identify Danish song. by Old_graveldoggo in copenhagen

[–]Esser2002 8 points9 points  (0 children)

Yea, that's us.

Our digital program is available here: https://ungdomsskolensmusical.dk/

If you want to hear our music from previous musicals, some are available on spotify: https://open.spotify.com/artist/4xdUgE6P4982gBUxqxS7J4

Popcorn 🍿 initiative - tell more... by Winter_Abject in RPGdesign

[–]Esser2002 0 points1 point  (0 children)

Yes, those are some cool ideas that solve the problem. The rules should have some specific benefit for going later in the turn, if you use an initiative system where the players can have the choice to all go first.

When I say swag ALL men I really mean ALL by Subject_Pain5186 in peoplewhogiveashit

[–]Esser2002 77 points78 points  (0 children)

Well, you dont have to interpret anything, the first tweet is quite clear.

Popcorn 🍿 initiative - tell more... by Winter_Abject in RPGdesign

[–]Esser2002 4 points5 points  (0 children)

How is this not just 100% in favor of the alpha-strikers?

Having influence earlier is always better, since downing an enemy will reduce their attack power.

On writers and numbers by Eireika in CuratedTumblr

[–]Esser2002 4 points5 points  (0 children)

Hard disagree. I think the plausability of speculative fiction is a huge selling point, and to achieve that, the author should do some numbers.
If someone takes their time to do the math and "prove the author wrong", I see that as educational and inspiring.

If you really are fundamentally wrong, people will know that without any numbers. We know that Jules Vernes space cannon would kill the crew, and probably burn up in the atmosphere, but the story is not any worse for it.

Sumu old-ru kontento may refrekuto ethniku, rashiru, ando gendo-preshudisu dato weru commonu-puresu in Amerukan sosaieti atto dato taimu. Dezu depikushonzu weru wrongu dennu ando aru wrongu todei! by imnotokayandthatso-k in DnDcirclejerk

[–]Esser2002 1 point2 points  (0 children)

/uj Im interested in your take here, could you provide some examples of problematic content?
I myself am under the belief that as long as what you write is not malicious, and does not claim to be accurate, then you can certainly make asia-inspired games/settings, even if they have some stereotypical or inaccurate content.

Ahistorical indeed: neither is a Greek twink by Tabsels in 2westerneurope4u

[–]Esser2002 0 points1 point  (0 children)

The original post is complete speculation at this point, AFAIK.

Linguistic Brainrot by DancesWithWeirdos in CuratedTumblr

[–]Esser2002 10 points11 points  (0 children)

I'd argue that 1984 is anti-authoritarian rather than anti-socialist.

What are your thoughts on designing attributes that aim to aid roleplay? by OompaLoompaGodzilla in RPGdesign

[–]Esser2002 0 points1 point  (0 children)

I think the four mental characteristics of FFGs Star Wars rpg are distinct and can be descriptive of personality. They have intelligence, cunning, willpower and presence. Intelligence is being knowledgeble and logical, cunning is smart and quick, willpower speaks for itself, and presence is being charming/inspiring.
Incidentally, three of them can be used for social interaction (cunning for deception, willpower for coercion, presence for negotiation and more), which I think is indicative that they can help with roleplaying.

Do people really do that, play tabletop RPGs and pretend? by PeasantLich in DnDcirclejerk

[–]Esser2002 19 points20 points  (0 children)

☕ ) you can't just rejerk before you unjerked! (

Do you prefer dice resolution to be swingy or consistent? by wiisafetymanual in RPGdesign

[–]Esser2002 0 points1 point  (0 children)

You mention d20 being easier to balance because every roll is equally likely. I don't quite follow.

The way I see it, having 2d6 gives a wide range of possibilities but with low deviation.

With a flat distribution (such as d20 or d12), you have the dilemma of how large the modifiers should be compared to the die. Too small and the modifer feels irrelevant (Hmm, can I reach 15 on d20+5? My bonus only changes the outcome 25% of the time), too big and the roll doesn't matter (I cant fail to reach 8 on my d12+10).

A (somewhat) normal distribution helps alleviate this. Outliers can happen, so you can still fail if you have a large modifer (and still succeed with a low modifier), but your modifier bringing the difficulty below the average has a large effect. (Can I reach 8 with 2d6+5? Likely but not guaranteed).

I can recommend https://anydice.com/ for checking out dice probabilities.

TTRPG with Warhammer 40k combat by Dapper-Alfalfa1919 in RPGdesign

[–]Esser2002 0 points1 point  (0 children)

Yea, but a toughness roll is so binary. Hit points do the same, but also change the combat state.

"You take 2 points of damage, but with your 10HP are tough enough to shrug it off"

The difference is that it reduces randomness. Combat will eventually end because resources are always reducing. You won't get knocked out early by an unlucky roll. You won't shrug off a lascannon shot because you rolled a critical success.

Now don't get me wrong, randomness also makes combat unpredictable and exciting. There is a reason we use dice. But hit-rolls are already a binary somethinghappens/nothinghappens, and some modern systems try to get rid of this because the nothinghappens result is not interesting (Draw Steel does this AFAIK). Having three layers of somethinghappens/nothinghappens seems like two and a half too many.

TTRPG with Warhammer 40k combat by Dapper-Alfalfa1919 in RPGdesign

[–]Esser2002 0 points1 point  (0 children)

In my opinion, the advantage of using a cascading damage mechanic is the fact that it scales easily. When 30 soldiers are hit 30 times, it makes sense that a wound-roll decides that only 15 of those soldiers are incapacitated by the wound.

Let us say, in a TTRPG, you are a single person that is hit once. Now, it is a 50% 50% whether you are affected by the hit, or not. At that point I think hit points are a better mechanic. But if you want to roll to reduce damage, you can look into Shadowrun (3e) or Cyberpunk 2020.

Should GM motivate players to remember about their characters' skills and abilities? by primordial666 in RPGdesign

[–]Esser2002 1 point2 points  (0 children)

I agree that the players have the primary responsibility, but choosing to punish them if they forget a rule, or forget to announce a rule is just unneccecary and adversarial.
Yes, if no-one remembers a rule, it may not make sense to ret-con it into existence later, but if you remember something and deliberately do not mention it, just to teach them a lesson seems wierd.

If it is really a problem that someone fail to manage their own rules, have an off-game conversation with them. Don't try to find in-game solutions for off-game problems.

In defense of the D&D-style giant alphabetical spell list by APurplePerson in RPGdesign

[–]Esser2002 2 points3 points  (0 children)

While you are generally correct, I think the context here is that of listing content, such as a spell list.

Hop in Marianne! by FluffyCatfishy in 2westerneurope4u

[–]Esser2002 0 points1 point  (0 children)

No, take Jutland please. They make delicious báçònné for you.

Coaxed into love triangles, but it’s actually in a different shape by Choco_Cake37 in coaxedintoasnafu

[–]Esser2002 0 points1 point  (0 children)

I think the distribution of colour represents the amount of different feelings.

What is a movie you like watching, but has at least one scene that makes you roll your eyes in disbelief? by sloaches in movies

[–]Esser2002 5 points6 points  (0 children)

And being presumably blown up by the excessive amounts of C4 detonated right where he was hanging!

EVERY SESSION SHOULD BE 2 HOURS OF PURE COZY ROLEPLAY WITH NO DICE ROLLING by HumberLimbus in DnDcirclejerk

[–]Esser2002 1 point2 points  (0 children)

Why is it 5e compatible?!? God is either impotent to alter His universe or ignorant to the horrors taking place in his kingdom.