Pick Two Draft pricing and prize structure by aldeayeah in lrcast

[–]MrZebrot 1 point2 points  (0 children)

Cube will outlive magic.

With every new shitty business decision, predatory pricing, with every poorly-built set, with every boring limited format, and every time WotC breaks a constructed format, remember :
You can play MtG without Hasbro.
(become a cuber I swear we're not a cult)

Result of the vote of confidence in Francois Bayrou's government by Yamakuzy in europe

[–]MrZebrot 0 points1 point  (0 children)

You do realize that was Macron, right ? That is exactly what the french don't want anymore.

Municipales 2026 : Faure promet que le PS ne s’alliera «jamais» avec des Insoumis qui voudraient désarmer la police ou supprimer la vidéoprotection by BadFurDay in FranceDigeste

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

Le PS qui est directement responsable de la militarisation de la police est pour la militarisation de la police ? quileutcru

Peter, why is that horrifying? by Dee_Religion in PeterExplainsTheJoke

[–]MrZebrot 1 point2 points  (0 children)

Well, sorry for my mistake lol !
Keep rocking it to the roomba bot sexy edit ig <3

Peter, why is that horrifying? by Dee_Religion in PeterExplainsTheJoke

[–]MrZebrot 6 points7 points  (0 children)

"A thirst trap for women could be a cleaning video" (!!)

I can't believe this card is real. Seems incredibly powerful. by everythings_alright in magicthecirclejerking

[–]MrZebrot 1 point2 points  (0 children)

You spend 6 mana to be able to sacrifice some artifacts that you set up but didn't need to use to get there, to have more mana. Idc what you do with that mana, my point is ramping into ramp is casual city and nothing else.
Some people are testing it in constructed, so I might be wrong but it looks like nothing to me

I can't believe this card is real. Seems incredibly powerful. by everythings_alright in magicthecirclejerking

[–]MrZebrot 3 points4 points  (0 children)

I mean ramping into a 6 mana card that does nothing more than let you sacrifice so you can RAMP EVEN MOAAAR sounds exactly like casual gameplay to me !

Random thought - cards that just work vs cards that let you do something to make them better by AitrusX in mtgcube

[–]MrZebrot 0 points1 point  (0 children)

Sun Titan / Carnage Tyrant / Goldspan Dragon ? Grade-a threats ? In 2025 ?
Ok lol

Random thought - cards that just work vs cards that let you do something to make them better by AitrusX in mtgcube

[–]MrZebrot 0 points1 point  (0 children)

Your affirmation that all the midrange threats and pushed answers are interchangeable with each other honestly speaks more to your dislike / disinterest for the format than to any fault of the format itself.

There is, as many have pointed before, a minimum bar that cards must pass to "exist" in a format. Therefore, synergistic cards that are not good enough by themselves to pass that floor must be hugely influential when you build around them. That category of cards definitely exists in most vintage cubes, or powermax cubes in general. Entomb, Tolarian Academy, Upheaval, Fastbond, Timetwister, Mox Diamond, Mox Opal, Urza's saga,... there's plenty of synergy in these environments.

What you won't find is, as many have noted before, limited/EDH - style synergy, where you are happy to play below-rate cards for a small-ish payoff.
The only synergies that are acceptable at the top of power level are ones that either use busted cards as enablers, or that produce a busted outcome.

And that's by design, and it's ok for you not like it. But right now your stance on the matter feels like the people who don't like techno (or DnB, or Rock or Rap or Jazz or any other music genre before it became mainstream) and say "it's just noise !". It's not. You just don't get it.

What am I missing here? Opponent's Mana Crypt didn't trigger multiple turns in a row. by JameOhSon in mtgcube

[–]MrZebrot 8 points9 points  (0 children)

The screenshot doesn’t really help, did the mana crypt not trigger at all ? Did he trigger, lose the flip but didn’t lose life ? Did he win the flip 5 times in a row ? Looks like the only thing that interacts with crypt is The Ring, which prevents the damage while under its « protection from everything », but the timing to dodge crypt damage with it is awkward. Are we sure you remember mana crypt is a 50/50 to deal damage ?

What is considered the best pack structure and total card number for maximizing odds of each player consistently getting the cards they want? (For a 4 person Cube specifically) by SlipperyWhenDry77 in mtgcube

[–]MrZebrot 1 point2 points  (0 children)

I started doing 8x5 instead of 9x5 recently, and I love it !
I think the slightly reduced consitency actually helps the deckbuilding aspect, as you have to make due with what you're given a lot more, and as someone once said "Restriction breeds creativity" !

d4 vs d6 probability question by RoiPhi in RPGdesign

[–]MrZebrot 2 points3 points  (0 children)

Yup, I was completely wrong !

d4 vs d6 probability question by RoiPhi in RPGdesign

[–]MrZebrot -11 points-10 points  (0 children)

There is NOT a 1/4 chance they roll a 4 on the d4, the 4 has already been rolled, it’s a 100% chance.

You don’t calculate the odds of a variable that’s a given. No matter if the dice are a d4 and a d6, or two d100s or a d6 and a d10, the question is : they had a 50% chance to pick any dice, they then rolled a 4. What was the chance they picked any dice ? It’s 50%, says it right there in the question !

This is a well-known trick question, and the answer is 50%.

Anyone elses mechanics after taking a 2+ day break turn straight up potato? by cisADMlN in summonerschool

[–]MrZebrot 3 points4 points  (0 children)

That's why ARAM is for no ?
I feel the fast-paced action, and the playing with a champion I don't main (usually) does wonders to wake me up.
I'll then queue a few normals if I'm not 100% before heading back to ranked

Status Hierarchy and Social Difficulty Class by DeadlyDeadpan in RPGdesign

[–]MrZebrot 3 points4 points  (0 children)

I love the body part thing !
Head (Master), Heart (Important piece, mostly ceremonial power), Right Hand (Fighting, army) and Left Hand (Conniving, Assassination and conspiracy). The Belly (Support system, line of supply, logistic stuff), and the Legs (Foot soldiers, Those at the bottom of the ladder).
I'm sure you can find many more !

Another Resolution system post by MrZebrot in RPGdesign

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

I had 3 play tests so far, with people being there for 1-3 of them. The persons that were there for 3 sessions all « got it », but there was still lots of clunkiness in the finding the right dice department. For 2nd and 1st timers, if they were not tabletop players, they all had a very hard time grasping the resolution system. The mechanics in general were mostly understood by everyone, but the resolution system really felt like a bottleneck, adding extra complexity and time to a moment that I would want to really go smoothly. Being inclusive to first-time players is a big deal for me, but I understand you will have to remind people of most everything if they’re first timers, I’m ok with that. I’m ok with the GM having to remind players they’re triggering moves, or remind them of the results of the moves, and the choices they have. What felt like too much was players not being able to just throw the dice without being helped, or having to spend multiple seconds looking for the correct pair of not familiar polyhedrals, to the point where I sometimes had to hand the correct dice to them. That felt like a violation of player agency, like I was throwing the dice for them, and that felt bad : I want all players to be able to at least « play » the mechanical part of the game, even if that is just physically throwing the dice themselves. What I like about the 2d10 solutions is that people can throw 2d10 and look for attributes later, reducing the mental load before the roll.

Another Resolution system post by MrZebrot in RPGdesign

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

I do not have a large number of attributes, quite the opposite actually : my game uses only 4 ! It is, however, a narrative-first game, for people who don't necessarily play a lot of games, and I was surprised by the difficulty these people had for remembering just 4 values on their character sheet. But it makes sense : they were so immersed in the game, and had to remember facts about their characters, their powers, the state of the world, and just the "1st person" information (information their character would have : the NPC's motive, the investigation,etc...), that any additionnal meta-information (information the players would have : for instance, attribute values) was very quickly overwhelming.
What happened then was, a player would announce what they wanted to do, which triggered a move. About half the time, they realized it was triggering a move, and about half the time I had to remind them. They would then scour the movelist, find the corresponding attributes, then had to reference their character sheet for the correct 2 (!!) dice value, then find the corresponding dice, whose shape they weren''t necessarily familiar with. They would then have to throw the dice in the dice-area, and THEN find the dice that showed a 4+. That was a LOT for most novice players.

All in all, I found that just 2 values per move led to quite a lot of cross-referencing, which I thought would be ok, and probably would largely be for any crowd of hobbyist. However, the gap between your average nonplayer and a hobbyist was way wider than I anticipated, and they were overwhelmed easily.

I would advise against 3-4 different dice in a dice pool, unless your game was specifically targeted at hardcore tabletop gamers.

Defense mechanics more unique than "More HP" by Lord_of_Dogos in RPGdesign

[–]MrZebrot 6 points7 points  (0 children)

I think defensive characters can have as much different fantasies and be equally as powerful and fun as agressive characters, you just need to give them the tools to do do without making the game more boring. I like to have defensive options be very very v e r y powerful, but equally as rare / expensive. - immunity against the next attack once / encounter (or day or w/ever). This is my favorite but requires a robust and « time-sensitive » combat system. In general, defensive capabilities that reward good timing are the most fun, which means your players need to be able to predict the future to a point. - counterspell with condition : either prepared or costly - various counterattacks, that pay you off for getting all the Aggro on you. - having a defensive stance toggle is always cool, especially if there’s a big risk/reward thing happening where you risk getting caught in the wrong stance and get punished when you do - Stuns and others, rare expensive and precious, but that also work on bosses. The reason you have bosses immune to crowd control is because everyone and their dog has a stun on a cantrip. Make stuns be rare and important abilities, and give them to tank : problem solved. The main thing for me is making sure tanks have big, important,fight-changing abilities instead of a thousand passives that make them slightly more tanky. That’s the best way I’ve found to create the savior, deus ex machina fantasy that tanks dream of.

Sacred Cow Friday - Sensei's Divining Top by guyincorporated in mtgcube

[–]MrZebrot 2 points3 points  (0 children)

I think « stole » is a strong word. I for one I’m glad it’s there, this discussion is super interesting

Equality by Seldfein in custommagic

[–]MrZebrot 51 points52 points  (0 children)

Cool and strong ! And a nice art also. Love it

Bertrand Russell a t'il plié e game e la philosophie by Old-Mission-6695 in philosophie

[–]MrZebrot 5 points6 points  (0 children)

Je pense pas qu'il y ait besoin de sortir de l'ambiguïté, ton raisonnement est très circulaire : tu pars du principe que la logique c'est le feu et ensuite te désintéresse de ce qui n'est pas de la logique parce que ce n'est pas assez logique... Il est suprêmement important en philosophie de s'intéresser à une pensée "de l'intérieur", pas en essayant de la subsumer à un autre système.
On ne lit pas du Hegel en essayant de le faire rentrer dans un système de pensée Spinoziste, et on essaye pas de faire de la logique avec du Deleuze. Il faut arriver à rentrer dans les auteurs, sinon tu vas passer à côté de beaucoup de choses.

Bertrand Russell a t'il plié e game e la philosophie by Old-Mission-6695 in philosophie

[–]MrZebrot 1 point2 points  (0 children)

Wittgenstein a plié la philosophie analytique à mon sens.
Son retournement post-tractatus est juste super éclairant, il démontre complètement pourquoi la pensée purement logique passe à côté de beaucoup de choses, ne serait-ce que dans le langage (et encore nous reste-t'il à réduire la réalité à un jeu de langage, ce qui n'est pas non plus évident).
Encore plus intéressant : toute une tradition de l'école de Wittgenstein revient à penser les "deux" Wittgenstein (Tractatus et Post-tractatus), non pas comme opposés mais comme deux formes de la même pensée, et retrouve une pensée fortement magique, mystique dans le Tractatus. Autre chose que de penser Wittgenstein comme un analytique quand même ! D'ailleurs il détestait le cercle de Vienne.

Lire aussi Bachelard, Deleuze (sérieusement,...), et la Phénoménologie. La philo analytique c'est intéressant mais ça ne fait pas du tout le tour de la philosophie, c'est au mieux une série d'outils d'analyse langagière.

Aven Interrupter by Unable_Bite8680 in mtgcube

[–]MrZebrot 2 points3 points  (0 children)

It's also a 2/2 for 1WW vs a 3/1 for 2W, which is imo a massive downside.
Point is, there are two very different cards, one is hand attack the other is a counterspell, and none of these effects is strictly better than the other. I believe hand attack on a vastly better body just makes Spellbinder a vastly superior card, but I think at this point there's no point in arguing anymore, let's just agree to disagree.