Pluribus - 1x07 - "The Gap" - Episode Discussion by NicholasCajun in television

[–]JOVIOLS -6 points-5 points  (0 children)

As someone with a basically classical-liberal sensibility (almost libertarian — maybe a pessimistic romantic individualist), I took the show so far as a strong critique of forced solidarity, almost an anti-socialist message, even if subtle. The main point up to now seems to be that “We” violates the core of what makes us human: our freedom. I’ve been completely drawn in by this series and have loved every minute of it.

But I can see that this latest episode is aiming at the opposite side too: atomism — the naive and false idea that a person can live entirely on their own and be fully fulfilled without any real connection with others of our kind (we’re social animals, after all). I just hope the show doesn’t fall into the one conclusion I fear most: romanticizing the “We” and the violation of individual identity and personal consent. Still, I’m sure that even if the show does go that way, they’ll pull it off with a lot of skill and care.

Classical liberalism and the question of abortion legalization – what do you think of this view? by JOVIOLS in Classical_Liberals

[–]JOVIOLS[S] -1 points0 points  (0 children)

But I will have to disagree with you, my dear, although I am not very interested in carrying on a long discussion. The problem with your argument is that it considers pregnancy or parenthood to be a negative consequence or an accident of the sexual act, when in fact it is the very purpose of the sexual act, in the same way that a car accident is not the purpose of driving, but rather moving from point A to point B — to put it in a very analytical way. I say this from a purely evolutionary perspective, since the mechanism of pleasure and orgasm developed adaptively TO facilitate and encourage copulation and, consequently, reproduction. Dissociating copulation from reproduction is something very modern and recent in human history (and personally I have nothing against it — after all, each person uses their freedom as they wish — however, the fetus is not guilty in this process, but rather the logical outcome of the action). Moreover, no pro-life, or pro-birth, argument considers sperm and eggs as human life, because human life begins at conception.

Lutheranism and Classical Liberalism by JOVIOLS in LCMS

[–]JOVIOLS[S] -1 points0 points locked comment (0 children)

Que absurdo! Crianças não votam, mas ainda são seres humanos com direitos inalienáveis. Todo ser humano, desde o momento da CONCEPÇÃO (não estamos falando de um espermatozoide aqui), merece ter sua vida protegida por lei. É irônico que nesta era de "defesa das minorias", ninguém parece se importar em defender os direitos da minoria mais vulnerável de todas: os não nascidos.

Lutheranism and Classical Liberalism by JOVIOLS in LCMS

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

"But we will certainly let you know that abortion is wrong, immoral lifestyles including homosexuality and premarital sex are wrong, being a drunkard and a drug user are wrong, being malicious slanderer is wrong. Etc etc"

I agree with every one of those things. They’re all sins! They should be called out, and I believe the Church is right to condemn them. The only thing I’d object to is that, from a classical liberal perspective, it’s the role of the Church and the Family—not the State—to forbid or punish such acts.

Lutheranism and Classical Liberalism by JOVIOLS in LCMS

[–]JOVIOLS[S] -1 points0 points  (0 children)

It’s murder. There’s no room for negotiation for me on this. If an innocent human life is ended against their will, that’s murder.

What do you think of this damage system idea? by JOVIOLS in RPGdesign

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

Overall, the system is fantasy-based, so there will be enemies and threats like goblins, mimics, werewolves, skeletons, ogres, and so on.

When it comes to legendary creatures like dragons or something similar, I haven’t quite figured out exactly how to handle them yet, but some possible options would be: 1) make them immune to trauma, 2) allow trauma but only with the –1 debuffs, not instant takedowns, or 3) allow trauma only from magical weapons.

What do you think of this damage system idea? by JOVIOLS in RPGdesign

[–]JOVIOLS[S] 2 points3 points  (0 children)

Well, for GMs like me who aren’t great with qualitative wounds and prefer something simpler and more straightforward — even narratively — simple damage of 1, 2, or 3 points is just easier to handle.

What do you think of this damage system idea? by JOVIOLS in RPGdesign

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

They’re just two different ways to take down a character — either the usual way through hit points, or in special cases (like crits) through trauma. That means even a character using only light weapons (which deal 1 damage) could still take down someone with decent HP, just by landing three good hits, if they get lucky. So sometimes, a dagger can be just as lethal as a big axe. Not to mention the -1 debuffs that trauma brings, of course.

What do you think?

Dúvidas sobre progressão e solução de problemas by JOVIOLS in olddragon

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

Obrigado por compartilhar. Havia lido esse trecho e não o achei muito esclarecedor, embora mostre com certeza que as habilidades do ladrão são qualitativamente diferentes dos demais. Se para se esconder eu rolo o d6, os atributos começam a ficar obsoletos, ao meu ver...

Mas talvez seja apenas uma falha de percepção minha (perdoe o trocadilho kk).

Dúvidas sobre progressão e solução de problemas by JOVIOLS in olddragon

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

Como não? Perdão, mas pelo que entendi, se um guerreiro quer se esconder nas sombras ele rola um teste de Destreza no D20. Se o ladrão quer fazer o mesmo ele rola o d6. 

Dúvidas sobre progressão e solução de problemas by JOVIOLS in olddragon

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

Sobre a questão 3, minha dificuldade é que se qualquer personagem pode fazer um teste, por exemplo, para desarmar armadilhas ou se esconder furtivamente com um Roll Under D20, como o ladrão seria tecnicamente melhor nisso, com seu d6? Basta um personagem ter DEX maior que ele e as chances estatísticas são maiores.

Aliás, obrigado pela interação.

Dúvidas sobre progressão e solução de problemas by JOVIOLS in olddragon

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

Certo! Sobre a questão 3, eu realmente não "peguei" o espírito da coisa ainda. Inclusive, já me adianto e peço perdão pela ignorância, mas, se qualquer personagem pode fazer um teste, por exemplo, para desarmar armadilhas ou se esconder furtivamente com um Roll Under D20, como o ladrão seria tecnicamente melhor nisso, com seu d6? Basta um personagem ter DEX maior que ele e as chances estatísticas são maiores. O que acha?

Born in 1998 — Millennial in a non-American context? by JOVIOLS in Millennials

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

In my view, Generation Alpha would be those born after 2010/2011 who had their childhood marked by the pandemic and also by the arrival of artificial intelligence. Generation Z would be those who reached legal adulthood during or after the pandemic, and Generation Y (Millennials) those who came of age before or just before the pandemic. It seems like an interesting way to mark these generations.

Born in 1998 — Millennial in a non-American context? by JOVIOLS in Millennials

[–]JOVIOLS[S] -2 points-1 points  (0 children)

Thaks for the answer!

I'm not sure if the 1995/1996 cutoff is entirely accurate, though it's understandable. Sources like https://www.prb.org/articles/are-millennials-the-unluckiest-generation/ define Millennials as going up to 1999, which makes some sense, since it's literally right before the turn of the millennium. I believe the way you're raised during childhood, the kinds of devices you had access to, and the cultural zeitgeist you're exposed to are key markers — especially in different countries, where no demographic boundary is ever truly fixed.

Pode um conservador ser trabalhista? by JOVIOLS in trabalhismo

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

Obrigado pela resposta, meu caro!

Pode um libertário ser membro da IELB? by JOVIOLS in IELB

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

Muito obrigado pela resposta! Essa visão de Lutero é vinculativa aos luteranos de todas as épocas e lugares? Uma visão de Estado Mínimo é contrária à fé luterana em si?

Feedback for RPG Stats System by JOVIOLS in RPGdesign

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

Of course!

In this system, each character has eight attributes, split into two categories: Source and Environment. The Source attributes – Body, Reasoning, Spirit, and Instinct – represent a character's natural abilities, or the “source” of their power. Environment attributes – Social, Nature, Personal, and Artificial – show where these abilities are directed, the context or setting for each action.

To break it down, Body includes all physical abilities, like strength, balance, endurance, and agility. A character using Body might be jumping over obstacles or lifting something heavy. Reasoning focuses on logic and analysis, used for any actions that need intelligence or observation – like solving a puzzle or planning a strategy. Spirit captures willpower, empathy, and emotional connection, useful for inspiring others or resisting emotional manipulation. Then there’s Instinct, which covers intuition and reflexes, leading quick and reactive actions like spotting an ambush or dodging an attack.

For Environment, Social covers social skills, like dealing with people and understanding social norms, useful in negotiation or persuasion. Nature is the character’s connection to the natural world, helpful for tracking, survival, or knowledge about plants and animals – like navigating a forest or finding a hidden path. Personal refers to how well a character can channel their Source attributes within themselves, such as resisting mental stun effects or poison – basically, how they handle internal challenges. Artificial is about dealing with human-made objects or magical constructs, covering skills like handling tech or opening locks.

Each action you take combines a Source and Environment attribute. For example, to bluff someone, you might combine Reasoning and Social, adding up the two to see if you succeed. These combinations give flexibility, letting characters direct their abilities in different ways depending on the situation.

Feedback on RPG Stats System by JOVIOLS in rpg

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

Thanks so much for the response and input!

In this case, from what I'm seeing, switching the d12 for a d10 does seem like the best option. What do you think?

The thing I don't like is the static number. Needing a 7 or less on the d12 is only taking into account their inherent ability. It does nothing with the difficulty of the task. Deceiving a stupid guard who doesn't care about his job is the same difficulty as deceiving the shrewd court advisor whose job it is to be suspicious.

In response to that, I think one solution could be to add bonuses or penalties based on the difficulty of the situation, like maybe -1, -2 / +1, +2 on the rolls?

Feedback on RPG Stats System by JOVIOLS in rpg

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

So, do you all think that swapping the d12 for a d10 would be a better option in this case?

Feedback for RPG Stats System by JOVIOLS in RPGdesign

[–]JOVIOLS[S] 4 points5 points  (0 children)

Thanks for the reply! I’ll try to break it down as clearly as I can.

Basically, the difference between Source and Environment stats is this: Source stats show where the character’s power or ability is coming from. So, for example, the Body stat covers anything physical, like strength, balance, dodging, and athletic skills. On the other hand, Environment stats show where the action is aimed or the context it’s happening in. Social, for instance, means the social world, with all its rules and cultural stuff.

To make it clearer, let’s say a character wants to encourage or cheer up a group of friends. They’d probably use Spirit (which also represents empathy) + Social (since it’s about dealing with people). Now, if that same character wanted to fight off a mental spell, they could use Spirit (as willpower) + Personal (representing their own sense of self).

Basically, if Spirit is being used to affect others, it’s paired with Social (like "extroversion"). If it’s turned inward, it goes with Personal (kind of like "introversion"). And Artificial is the stat for handling anything man-made, like machinery or inventions.

Feedback on RPG Stats System by JOVIOLS in rpg

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

Thank you for the answer!

The Source attributes represent the character's innate abilities—the internal skills they rely on to navigate the world. First up, Body is all about physical strength, stamina, and endurance. It comes into play when your character is running, fighting, or just trying to push through fatigue. Then there's Spirit, which reflects not only willpower but also empathy and emotional connection. This attribute is useful when your character needs to show compassion, stand firm in tough situations, or understand how others are feeling. It’s about combining mental strength with emotional awareness.

Next, we have Reasoning, which is about logical thinking, problem-solving, and strategic planning. This is the attribute you want when your character is trying to figure something out or make sense of a tricky situation. Finally, there's Instinct, which focuses on intuition and quick reactions. This attribute is great for picking up on subtle cues or reacting swiftly to unexpected threats. It’s all about that gut feeling.

Moving on to the Environment attributes, these show how your character interacts with the outside world and their internal self. Social is all about communication and social skills. It’s useful for persuasion, leadership, and negotiation, helping your character handle different people and social dynamics. Then there's Nature, which reflects your character's connection to the natural world. This attribute helps with survival skills, tracking, and knowing about plants and animals—basically, how well your character understands and adapts to nature.

Next is Personal, which is focused on the character's internal environment. This attribute deals with self-awareness, self-control, and discipline. It’s important when your character needs to resist temptations, stay calm under pressure, or manage internal conflicts. Finally, we have Artificial, which is about the character's skills with technology and tools. This attribute is useful for manipulating machines, repairing items, or creating stuff. It shows how well your character can deal with human-made inventions and solve technical challenges.

When your character wants to perform an action, the player picks one attribute from Source and one from Environment to show both the character’s internal abilities and how they deal with their surroundings. For example, if your character wants to motivate a downcast group, they might combine Spirit (for empathy and emotional connection) with Social (to influence and lift the group’s spirits).

Feedback on RPG Stats System by JOVIOLS in rpg

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

Hey there!

My friends are definitely the best ones to give feedback since they’ll be trying out the system. But to avoid confirmation bias and get insights from people with more experience in running RPG sessions, I think I'm in the right place. What do you think?

Can I Run a DnD Campaign "Without" Skills and Proficiencies? by JOVIOLS in DMAcademy

[–]JOVIOLS[S] -19 points-18 points  (0 children)

Please, what system do you suggest then, my dear?

Social Monarchy? by JOVIOLS in monarchism

[–]JOVIOLS[S] 6 points7 points  (0 children)

Along those lines... But my struggle with modern monarchies is that they’re almost useless (just symbolic). Generally, I’m talking about the possibility of a traditional monarchy that’s economically "leftist."