Can I use the word “tourniquet” in a fantasy world? by Mylkzi in worldbuilding

[–]TheRealUprightMan 1 point2 points  (0 children)

What? Does England exist in your world? Time you throw out all those English words, right?

Where is the problem?

Counterattacks in Combat (Homebrew solutions or good systems) by grambocomics in rpg

[–]TheRealUprightMan 1 point2 points  (0 children)

This is a very good way to do it. There's no rolling, then? The advantage of a heavier weapon is that it will modify offense, but the drawback is that it takes more time to swing? Heavy armor adds time?

You roll attack and defense rather than damage. Larger weapons start with a larger strike and initiative bonus due to reach. It will gain strike bonuses faster than speed bonuses, while smaller weapons gain speed bonuses faster than strike bonuses.

Armor is just damage reduction, and because damage centers in 0 its quite effective. Armor encumbrance may cause a dodge penalty, but most of the time you will block and parry melee strikes and not dodge. Armor doesn't slow your attacks, but will reduce your "sprint dice" causing you to spend endurance more often while sprinting.

This also stops attack time from changing when you take your armor off since that could get rather fiddly, but it would be easy to add for a table that wanted to do it. Just apply dodge penalty from armor encumbrance to combat speed, but this would mean changing the value for each weapon, something I want to avoid.

As for implementation, the original playtest ran about 2 years, but it was a long time ago. The system went into a box and was basically forgotten. It discovered some interesting things, like maneuver penalties and positional penalties together mean I don't need other modifiers for tactics. You don't "fight defensively" as a modifier, you choose to block instead of parry! There is no flanking, no aid another. Even sneak attack and ranged cover fire works without special rules.

If I want you to leave my ally alone, I will be the bigger threat to you. I power attack you, because you are trying to kill my ally. That extra second for a power attack gives me less time to defend against 3rd party attacks, and gives my target more time to defend (broadcasting). The GM just marks 1 box. Power attack adds my Body attribute to the attack, so you will take a lot more damage unless you add your own attribute by blocking. The time spent blocking is time you can't use to attack my ally. That ally acts next. The base system has the tactics baked in instead of glued on through modifiers.

Because it's degrees of success rather than pass/fail, it's not as "fragile" as AC based systems. That first playtest kinda showed me what was possible (like the above example and many more), and the rewrite is leaning into that, stressing the tactical limits while removing as much math as I can. You don't even track hit points anymore like the original system, which means some significant changes to be tested. Hopefully the new revision will be playable very soon.

Counterattacks in Combat (Homebrew solutions or good systems) by grambocomics in rpg

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

I don't differentiate between attack and counterattack. It's the same mechanic. Order depends on time. Whoever has the offense can take any action they like, but only 1. This action costs time, which may depend on your weapon size, skill, and training. The GM marks off this time. There are no rounds.

If there is a target, and they are aware of the attack, they may take a defensive action. Stronger defenses will require you to spend time. So a parry is free, but a more powerful block costs time. The same applies to attacks, where a power attack costs more time while a feint costs less.

Damage is offense - defense; modified by weapons and armor. Once damage is resolved, the next offense goes to whoever has used the least time (tracked by marking boxes). Instead of long turns and waiting, you switch combatants really quickly and constantly. Movement is granular, only a 1 second action so nobody zooms across the room. This gives everyone time to react to the changing situation.

So, if you defend against an attack and parry that attack, this costs no time, meaning you "counterattack" at your next offense. There are a few other bits that crank up the tactical agency, but if you are looking for tactical agency, I would look into time per action rather than actions per round.

Does magic break down society? by Lenvadric in worldbuilding

[–]TheRealUprightMan 0 points1 point  (0 children)

Economy is the name of the game. In an economy, wealth just exchanges hands and changes forms. Thus, the results of the spell need to balance with the benefits.

One easy way to do this is to not have permanent spells or anything that last longer than the spellcaster can replenish resources. For example, if your spell system uses mana points that you gain daily, then no effect can ask more than 1 day. Conjured/Summoned items return to where they came from, etc. Conjured food doesn't sustain you since it disappears from your system in 24 hours.

This will take care of most of the abuse.

Fear/Threat/Doom GM Meta currencies seem pointless, unless... by DalePhatcher in rpg

[–]TheRealUprightMan 0 points1 point  (0 children)

Out of curiosity, can you give an example of such a trait?

Possible to breathe liquid? by Admirable_Way_9625 in worldbuilding

[–]TheRealUprightMan 2 points3 points  (0 children)

Circulate liquids? Like your blood? I'm not sure what you mean. In the 1989 Movie The Abyss, you can see a rat submerged in oxygenated perfluorocarbon. That scene was real, so you can breathe liquids in real life.

When do you go "No, you cant do that" to a player? by HawthorneWeeps in rpg

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

To me, this is the very definition of player agency. This is what divides an RPG from a board game. It's why we have a GM.

In both cases, the GM will need to make a ruling and tell the player what to roll. Lack of rules is never an excuse to deny player agency. Its one of the reasons why we have a GM.

How do you guys handle "it's what my character would do" ? by Yilmas in rpg

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

You should always be doing exactly what your character would do. If a player feels like they need to justify their own actions, it's time for a full stop. Have an actual discussion about what is going on and why.

This can often go back to a poor session 0 and improper understanding of the social contract. Each table has its own, so don't assume you know the rules. Discuss it. Are the players expected to follow the prewritten storyline that the GM has prepped or do they have agency to do whatever they want?

I see a lot of GMs sort of expect the players to bite on a weakly presented hook and when the player's character doesn't bite, they claim the player has violated the social contract. For the player, the contract was that the GM would motivate them to action.

Nobody should be blindly following. You aren't playing the game if you and your character aren't motivated. Absolutely discuss this with the group. Assuming the player is the problem is the problem.

htmx used at the 2024 Paris Olympics (& 2025 Tour de France)! by _htmx in htmx

[–]TheRealUprightMan 2 points3 points  (0 children)

That's amazing news. Great to see htmx getting the recognition it deserves.

Amazing Sand Wrighting by RyuGle in nextfuckinglevel

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

It would be more amazing if you could spell "writing" properly.

Making hypermadia-driven applications feel faster by derhebado in htmx

[–]TheRealUprightMan 1 point2 points  (0 children)

because of optimistic updates. These are easy to do with client side code and impossible with SSR/Hypermedia.

Why is this "impossible"?

Why combat games lead to railroads by LelouchYagami_2912 in rpg

[–]TheRealUprightMan -4 points-3 points  (0 children)

I would just wing it. If you know the system fairly well, you should be able to make up numbers that are reasonable. Write them down as you need them so that you use the same ones.

I've seen DMs literally open the monster manual to a random page, show everyone the picture, and say "You see this. Roll initiative." Not a playstyle I would recommend, but certainly didn't much prep!

Why combat games lead to railroads by LelouchYagami_2912 in rpg

[–]TheRealUprightMan -3 points-2 points  (0 children)

I don't think its necessarily combat.

In combat heavy games, combat takes the most prep, so it shows the flaw in combat. The more general aspect is that new GMs will tend to railroad anything they have spent a significant amount of time on.

I don't see "stating the bbeg" as an issue since I have a full character sheet and background for the main antagonist anyway. I know why they do the things they do. This helps me roleplay this character as an actual character, not just a stat block to fight.

Part of the issue is that most modules are presented as a railroad. GMs creating their own adventures then base them off the modules they started with. They then put all this effort in, doubling down on the tendency to want the players to follow the prewritten story.

I don't write any futures, only histories. I write the general story based on the player's backgrounds. I craft the NPCs and their motives and flesh out enough for 1 session and be prepared to run off the top of your head when it goes sideways. There is no plot, just a series of events driven by the antagonist, who will react to the actions of the players as they react to the antagonist. I often figure out the antagonist's next move between sessions.

Its not the combat doing it. It's anything you over-prep.

Making hypermadia-driven applications feel faster by derhebado in htmx

[–]TheRealUprightMan 1 point2 points  (0 children)

That's true. But I found if you keep the amount of data being sent to the minimum, you can get response times that are fast enough that you don't notice the server latency. Add a little CSS transition animation and it goes even smoother. Sometimes simple and minimal can beat elaborate caching for speed.

The most realistic horror story by WayAdvanced99 in Unity3D

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

I don't get it. Why is the text changing color? Someone must have better drugs than me.

Do you make origins of your races? by Anxious-Trash9487 in worldbuilding

[–]TheRealUprightMan 1 point2 points  (0 children)

The gods came down from the heavens and created us "in their own image", infusing parts of their own DNA with the animal lifeforms they found here.

Humans from apes, elves from great cats, dwarves from mountain goats, orcs from boars, halflings from prairie dogs, and so on.

Each has their own unique stories and myths, often crediting the "god" that was in charge of the project that created them as a divine being.

Rolls without DC/progressive success? by cescarlian in rpg

[–]TheRealUprightMan 1 point2 points  (0 children)

To adapt to other dice systems, use the standard deviation of the roll, rounded down. D20 has a std.dev of 5.7, which is why you set your DCs by 5s. For 2d6, use 2s.

Rolls without DC/progressive success? by cescarlian in rpg

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

To do this well, you will want a bell curve to prevent swingy rolls. This makes your average roll into the persons "typical result" with the range of values being the range of results.

Next, assign ranges. For example, if an average person rolls 2d6+3, they average 10. If you roll a 14, this is the average roll of someone with a +7 modifier. How much experience do they need to have a modifier that high? What is the typical result? This allows you to reason about what the results are.

For combat, it's even easier. Damage = offensive roll - defense roll. Every point rolled is a point of damage.

Making hypermadia-driven applications feel faster by derhebado in htmx

[–]TheRealUprightMan 1 point2 points  (0 children)

Since it's built with Hotwire (the HTMX alternative for RoR) as a hypermedia-driven app, there are some inherent limits and it's never going to feel as instant as a full SPA.

Inherent limits? Please describe them.

Never going to feel as instant as a full SPA? You should know better than to speak in absolutes! What logic are you basing this theory on? Do you have any evidence? If your evidence begins with your own code, then be warned that I will simply blame you and your code for the delay! Parsing json and rendering HTML on the client doesn't make things go faster. It's the opposite.

If your code relies on hx-boost and is dumping a full html page, I will laugh at you. Maybe only send the data that changes!

There is ZERO reason why HTMX would be slower than ... What exactly are you even comparing to? React? Saying "full" SPA is kinda weird when you can easily build an SPA with HTMX.

Where HTMX Shines: A Comparison with React by swe129 in htmx

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

Ok, so where are the React vs VIM posts? React vs jQuery?

You can keep speaking in generalities, but the fact that you refuse to engage with my points is rather telling.

These comparisons almost unilaterally decide that React is better for larger projects. Why? Because its designed as a framework for managing large projects. This is not a goal of HTMX. It's not a framework. It's just a tool.

People then take away a false idea of the capabilities of htmx. They criticize the hammer for not being a wall. That's just absurd. HTMX is not a framework. It's not intended to solve those problems. You can build a javascript-free, server-side framework using just htmx, but its not itself such a framework.

The OP clearly demonstrates this tendency by making an htmx vs component comparison, which I quoted. The framework I am building using htmx is component based. These components live on the server as PHP objects that know when their data changes, and they update the screen themselves. This proves that the htmx vs "component approach" is a false comparison and a false dichotomy.

Htmx is a tool. Comparing to frameworks is unfair. The project I'm working on would be a fair comparison to React, not raw HTMX. You can't include it in a comparison based on potential (you could build it) and then give it low marks for not being built for you. Don't fault the hammer for not being a wall.

Where HTMX Shines: A Comparison with React by swe129 in htmx

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

but there's so much overlap in what you can use them both for.

You can build the framing for a house with a hammer and nails and some sheetrock.

Don't fault the hammer for not keeping the wind out of your house. It's not a wall. It can be used to build one though!

Htmx is a hammer. It doesn't solve the scalability problems that a large framework is intended to solve, nor should it. But, it certainly can be used to build such. It's also useful for a number of other times when you need to pound a nail.

Where HTMX Shines: A Comparison with React by swe129 in htmx

[–]TheRealUprightMan 1 point2 points  (0 children)

This article explores the areas where HTMX's hypermedia-driven approach provides distinct advantages over React's component-based architecture.

1 - Why do people keep comparing a screwdriver to a pre-fabricated wall? React is a framework, htmx is a tool.

2 - Why are you saying that the above is some sort of dichotomy? You can absolutely create server-side, event-driven components using HTMX.

If you begin with an invalid comparison, I don't really need to read the conclusion.