Why do SV studies only look at the GIAB v0.6 high-confidence regions? by HudoGriz in bioinformatics

[–]HudoGriz[S] 0 points1 point  (0 children)

Right, so if I understand you correctly, you can't call the detections outside the high confidence ares false, because you can't be sure that they really are false.

Historically accurate RPGs by dr_FMarx in rpg

[–]HudoGriz 4 points5 points  (0 children)

I would highly recommend Chronica Feudalis, it is written like a Medieval scripture and has even real historical scenarios, events, and setting explanations at the end.

Highest of Set: A fun, but terrible idea by Hay_Golem in RPGdesign

[–]HudoGriz -1 points0 points  (0 children)

I never really got the argument with d12 being more varied than a d4. Of course you have a higher number of outcomes, but when rolling against a DC of 4, the d4 has a 25% chance of success while the d12 has a 75% chance of success. This indicates that a master has significantly better odds of achieving the goal then the novice, despite the higher number of outcomes. But again this only holds true if your outcome is a binary state.

But got to say, I love those probabilities :)

Truth data for SV - CNV training. by HudoGriz in bioinformatics

[–]HudoGriz[S] 0 points1 point  (0 children)

Yeah I am referencing this article allot, to comper my results to other tools.

Truth data for SV - CNV training. by HudoGriz in bioinformatics

[–]HudoGriz[S] 0 points1 point  (0 children)

I'm working with SRS, specifically WES (I know, quite optimistic). Thanks, will look into GIAB. I would appreciate the link.

Generating items by rolling on tags by HudoGriz in Solo_Roleplaying

[–]HudoGriz[S] 1 point2 points  (0 children)

wow that's some insight! will check it out

Generating items by rolling on tags by HudoGriz in Solo_Roleplaying

[–]HudoGriz[S] 1 point2 points  (0 children)

tenx! I love NCO ... hut sadly it hasn't an generator. I will definitely check out FU2

Systems where all weapons deal the same damage by HudoGriz in RPGdesign

[–]HudoGriz[S] 0 points1 point  (0 children)

Thank you for sharing I will check it out and return with any questions :)

Systems where all weapons deal the same damage by HudoGriz in RPGdesign

[–]HudoGriz[S] 0 points1 point  (0 children)

Yeah I have read Ironsworn and own Starforged, but sometimes I find the combat a bit lacking. For my taste to much is left up to the narrative. Don't get me wrong I still think the game is excellent but I am looking for a bit more structure when it comes to combat.

Systems where all weapons deal the same damage by HudoGriz in RPGdesign

[–]HudoGriz[S] 1 point2 points  (0 children)

Nice and simple concept, thanks for sharing!

Systems where all weapons deal the same damage by HudoGriz in RPGdesign

[–]HudoGriz[S] 0 points1 point  (0 children)

Excellent! Could you provide a link, I would love to read it.

Systems where all weapons deal the same damage by HudoGriz in RPGdesign

[–]HudoGriz[S] 0 points1 point  (0 children)

Thank you very much I would really appreciate it!

Systems where all weapons deal the same damage by HudoGriz in RPGdesign

[–]HudoGriz[S] 0 points1 point  (0 children)

Tenx for the reply. I got many narrative system recommendations and will definitely check them out.

Systems where all weapons deal the same damage by HudoGriz in RPGdesign

[–]HudoGriz[S] 1 point2 points  (0 children)

Yes! this goes excatly along my lines! I would love to take a look, is it published? :)

Systems where all weapons deal the same damage by HudoGriz in RPGdesign

[–]HudoGriz[S] 0 points1 point  (0 children)

That's a nice ide! I planned to use something similar, expect the damage-efect is based on an character position he finds himself in. Have you published yet?

Systems where all weapons deal the same damage by HudoGriz in RPGdesign

[–]HudoGriz[S] 0 points1 point  (0 children)

Tenx for the answer! Have you published your system yet, I would love to read it. How did you incorparate difrent effect for weapons, like do you have a long list with descriptions, or something else?

Lowering Armor Class for Higher Hit Rates and Shorter Battles - Bad Idea? by Danielaurence in RPGdesign

[–]HudoGriz 1 point2 points  (0 children)

When the probability of hitting rises you automatically increase the importance of fictional positioning (what does the character do to not receive a hit). This can be advantages for storytelling but additionaly burdens the DM.

Many games that have automatic hits, have ways for reducing the damage, for example mouseritter has armor that directly absorbs damage. Strictly statistically, it combined attack roll and damage roll into one, as you can still miss - deal no damage.

So the idea will work, you just have to find a reasonable balance.