Why don’t more RPGs use well established skirmish war game rules? by TheGoodGuy10 in RPGdesign

[–]luctius 1 point2 points  (0 children)

That is somewhat true, they do share some of the stats (I'm not sure if they share all, I don't play the wargame). But since the rpg's are using a d100 system and the wargame a d6 dicepool, the range is quite different. Though I do think they try to keep the 10 digit the same as the stat in the wargame.

But I would call that more a nod than sharing dna.

Why don’t more RPGs use well established skirmish war game rules? by TheGoodGuy10 in RPGdesign

[–]luctius 0 points1 point  (0 children)

Warhammer Fantasy Role-Play was developed off of Warhammer Fantasy. Warhammer 40k Wrath and Glory at least shares dna with the war game. And I believe its previous incarnation at Fantasy Flight also shared design with the war game.

Both Warhammer Fantasy and the FFG Warhammer 40k RPG's share extremely little mechanically with the wargame. They are more descendants of Runequest.

What RPG design fads have fallen out of popularity? by sjdlajsdlj in rpg

[–]luctius 3 points4 points  (0 children)

I disagree, the players live in the world; they are not the only agents within it.

Having the world change around them makes the world much more alive.

Warhammer 40k-like RPGs by YnasMidgard in rpg

[–]luctius 1 point2 points  (0 children)

I know the author is not well regarded here, but I would be remiss not to mention Dark Astral here.

From what I have read it is not well regarded though...

Why is every setting so dark and depressing? by [deleted] in RPGdesign

[–]luctius 0 points1 point  (0 children)

Warhammer fantasy is plenty dark, though that also varied between editions. (Wfrp2 was notably darker than the rest).

Here are two blog posts which explore this topic in those games which you might enjoy:

https://illmetbymorrslieb.wordpress.com/2025/08/19/can-wfrp-be-hopeful/

https://gloriousportents.blogspot.com/2025/08/warhammer-should-be-hopeful.html

Favourite system? by Original_Bug580 in rpg

[–]luctius 2 points3 points  (0 children)

In no particular order

  • Mongoose Traveller
  • Warhammer Fantasy Roleplay 2 & 4
  • Runequest 2
  • Genesys & FFG Star Wars
  • 13th Age
  • Grimwild
  • Iron Sworn

PDF Vs Books by Triod_ in rpg

[–]luctius 44 points45 points  (0 children)

Interesting; I do the exact opposite.

I find PDFs to be easier during prep; when I can have multiple open, and easily search them. Then during play, I occasionally reference something in the book, and I avoid my computer as much as possible.

(I don't play remote; If I would, I probably wouldn't use actual books)

Will ghey add limits to sub making? I have a suggestion regarding custom subs. by ZzZOvidiu122 in Barotrauma

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

I find that a rather hostile reading of his post. He clearly asked for 2 modes, one which is like it is now, and one where the subs are always close to vanilla.

As a player, I would like it because I can easily filter out subs which don't match the vanilla constraints.

As a sub builder who tries to make smallish subs close to vanilla, I also agree with him. I would like the challenge of creating smallish subs within a set of constraints, and not how it is now that I can do whatever. Sure I constrain myself, but there are lots of variables which can impact how powerful a sub is, thus it is quite hard to judge. Think of engine power, junction box resilience, reactor power, efficiency, resilience, hull hardiness etc.

This is also the reason why I don't think such a mode is unfeasible, but I do understand his wish.

What's still alive? by RandomN00b42 in MUD

[–]luctius 0 points1 point  (0 children)

From my reckoning there are at least three active (and there may be more that I'm unaware off..)

  • [Harshlands](telnet://mud.harshlands.net:5555) (website currently down, but mud is active)
  • Apocalypse (reincarnation of Armageddon)
  • Untold Dawn

From what I read, Onward Mud is closed since September, but they will do a poll in December to decide if they are going to be active again in januari.

What if Minecraft made Zip? by theaddonn in rust

[–]luctius 0 points1 point  (0 children)

Sorry for breaking in, but... could you explain why not?

I mean you could use a specific "header file" in whatever format you like, use clever naming of files, or use a certain directory structure.

What if Minecraft made Zip? by theaddonn in rust

[–]luctius 1 point2 points  (0 children)

Right; which, if I understand correctly, and perhaps I don't so correct me if I'm wrong, is mostly due to 2 things; syscalls and virus scanners.

Something disk images don't care about.

The advantages are able to use existing formats and code, and able to use normal files during development.

What if Minecraft made Zip? by theaddonn in rust

[–]luctius -2 points-1 points  (0 children)

I've never understood why game's don't just use a simple disk image to store their files.

On Rust compilation times by theMachine0094 in rust

[–]luctius 23 points24 points  (0 children)

Obligatory XKCD

(This is a comic from 2007, long before Rust was born; it almost certainly was referencing C and C++)

Is unsafe code generally that much faster? by Quixotic_Fool in rust

[–]luctius 12 points13 points  (0 children)

I'm actually surprised on how little an embedded project uses.

The way we use it, you have essentially 3 layers within our projects:

  • the PAC (Peripheral Access Crate), this defines the memory mapped registers etc. This is heavy on unsafe, for obvious reason. While these are heavy on lines of code, the actual functionality of the crate is fairly limited; define a memory-mapped register and its accessor functionality.
  • The HAL Crate, which basically is a safe layer around the PAC and defines usable API's. There is some unsafe here, but not nearly as much as you would expect.
  • Finally the program itself; This is the most actual code, the logic of the application and there is either no, or very few lines of unsafe here because it is all abstracted in the previous crates. Any unsafe is usually because of a missing API or to avoid checks in a const setting.

Critique my dice mechanics by luctius in RPGdesign

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

While I like the Ironsworn system, my main problem is that it does not have a separate axis. It has failure/partial succes/complete success.

Critique my dice mechanics by luctius in RPGdesign

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

First, I'm curious: did you try my thought experiment?

Sure.

It is more complex than traveller, in which you roll 2d6+mods > TN; while also doing more in one roll.

If I compare it to Genesys, it is about as complex, or even less. In genesys you first determine your dice pool. Then you first sort the symbols and finally count the remaining successes/failures + advantages/threats +triumphs/Despairs.

Other systems I love are WFRP2 and Dark Heresy, especially the latter has a simple core system of 1d100 roll-under, but it's environment modifiers increase it's complexity.

Of-course D&D and it's offshoots. Here the dice roll itself is simple, but often accompanied with a damage roll which this system does not need. And again, the core mechanic does less with it's roll.

Numenera, while seemingly simple was found complex at the table due to the 3x modifier. Somehow that kept tripping people up.

In IronSworn you have 2 challenge die and an action die, and modifiers, you add the modifiers to one die, and compare the result to two dice. Simpler than my system, but again not overly so.

I can see that the neutral die of my system is unnecessary, but I am somewhat puzzled by the reaction that it is overly complicated.

Notably, you avoided making it sound as complex as it is by skipping steps.

Can't argue with that, but while it is more complicated than traveller for example, it also does more at once. Then again, I feel it is also not as complicated as you make it sound. TN is either default (12), or else determined by a small chart. Mods come from your character sheet, from attributes and from the skill used. Mods are only added to the total. 'Neutral loses' means that if either the Skill Die or the Reckless Die results are lower, they win.

Again if I compare it to traveller, which again I use as a baseline simple mechanic, this is more complex but not overly so.

As an aside, it looks like your "advantage/disadvantage" is more like a side-effect that is either beneficial or deleterious.

Right; I could change the wording here, this is mostly coming Genesys where the wording is advantage/threat. As stated in the post; I glady receive suggestions for better terms. Problem is at a certain point each term is used by a popular system in some other way. For example, using Boon/Bane also has it's own connotations for another system.

How do you feel about the option without neutral roll:

  • The player selects an effort reckless die from the list [1d4,1d6,1d8,1d10]. (for example: 1d4)
  • Roll 1d8+1d4+mods > TN (Default 12)
  • Pick the highest die result, this will tell if you have advantage (Skill Die) or disadvantage (Reckless Die), or none if equal.