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Messages - beejazz

#1
Quote from: sparkletwist
The graph the way I gave it to you shows each possible outcome of the dice and what sum that gives you. I assume what you are looking for is just the probability of each sum coming up. You can get that if you leave out the first part of the formula and the separators, so you end up with:

DR := 2; 
roll := 3d6;

keeps := count DR < roll; sum least keeps roll


Excellent! And the results are almost exactly what I hoped they would be too. Thank you!
#2
Quote from: sparkletwist
Oddly specific dice probability questions? This looks like a job for...  me :D

This should probably do what you want:

Very nearly so. It's understanding the function, and would work for random rolls, but the graph is a bit odd. I've attached both what I got the first time and what I got with the only edit I could fumble out.

Quote from: Steerpike
It's a novel and mathematically interesting mechanic, but I gotta say, it seems a little complicated, like using a precision surgical laser to slice a piece of bread. Admittedly, though, this is my reaction to a lot of different mechanical systems/subsystems, so take my comment with a gigantic grain of salt.

It's a trade off for sure, but I am keeping my design goals in sight. Game takes a lot from both the swingy and lethal subgenre (RQ, WFRP) and from the resources and levels approach (D&D, 4e in particular) so there's this weird balancing act with damage. My target is actually pretty narrow and distant, hence the lasers.
#3
The answer depends heavily on what you intend to do with the setting. NPCs, relationship maps, floor plans, geography, time lines (both of the past and what will happen unless the PCs alter things) are crucial in home games. A lot of that might be fuzzier in supplements for published games to leave room for the GM to work.

Fiction is a different beast entirely. Here I think setup/payoff and narrative structure become huge concerns in ways that aren't possible or desirable in a lot of games. And you can go back and edit the early story to serve the later bits in all kinds of nonlinear ways. Unless you're doing something serialized in small increments, like a webcomic.
#4
So my homebrew fantasy system is still simmering away, but I thought of an interesting way to handle DR.

Instead of flatly reducing damage, you could drop the highest die for each face at/under your DR (so if you have DR2 and your enemy rolls 2,4, and 5 the total would be 6). So the maximum damage could stay high while the curve skews lower.

My problem is with calculating the odds on this in any real detail. I have brute forced calculations on a few setups, with interesting results. But 3 dice gets tedious and 7 will be absurd. Ultimately I need pretty detailed info on many combinations of damage/DR formulas.

I found a dice calculator that might be able to handle it here. But I can't quite figure out how to phrase things using the guide. Is anyone here able to make heads or tails of this?
#5
The Crossroads (Archived) / Re: The Arm
October 14, 2014, 07:50:16 AM
So I got a comicfury site and I'm working on learning how to tweak that a little.
http://thearm.webcomic.ws/

Additionally I'd really appreciate it if you guys could help me vote for it on TWC.
http://topwebcomics.com/sample/18717/default.aspx
#6
The Crossroads (Archived) / Re: The Arm
October 02, 2014, 06:29:15 PM
#7
The Crossroads (Archived) / Re: The Arm
August 26, 2014, 01:02:59 PM
Got some more lines up. This page had a few really fun panels.

http://beejazz.deviantart.com/art/The-Arm-Page-4-Lines-478135366
#8
The Dragon's Den (Archived) / Re: A long time ago...
August 24, 2014, 12:30:25 PM
Welcome back, Ravenspath.
#9
The Crossroads (Archived) / Re: The Arm
July 27, 2014, 09:02:03 AM
Quote from: Light Dragon
Is your wizard to blame for this as well?
Oh wow. That is wild.
#10
Meta (Archived) / Re: It's about time!
July 25, 2014, 02:58:08 PM
Gotta say I'm a big fan of Groundhog's Day scenarios or branching timelines when bringing this stuff into RPGs. It keeps consistency and player agency issues at bay.

I prefer to keep prophecy vague, put it in "if x then y" format, have it refer to otherworldly events (especially for the "if" trick), or have it refer to something the party really can't so much influence as attempt to weather (say, a comet falling to earth). Usually two or three of those.
#12
The Crossroads (Archived) / Re: The Arm
July 16, 2014, 10:51:11 PM
Quote from: SA
*NOM NOM*

these are so good
Thanks man.

Page 3 lines: http://beejazz.deviantart.com/art/The-Arm-Page-3-Lines-468591245
#13
The Cogs (Archived) / Re: Don't you hate it when.
July 16, 2014, 10:47:32 PM
QuoteI dunno, I've had ideas swirling around and have no idea how to connect them to each other in ways that aren't crap.

I have sort of a process for this.
1) Think up stuff all the time. Doesn't have to be for anything. Write it all down.
2) If a few ideas match up, start to see if I can make something out of it.
3) Sit down and think up a bunch of stuff for 2. Doesn't have to be any good.
4) Assess where I'm going in 3. Cut what doesn't fit.
5) Identify unanswered questions, create answers, and retroactively add whatever needs adding.

I've managed lately to make this process work pretty well for my comic work.

As for reading and ideas, I'll second that non-fiction and history are pretty cool. I also watch a lot of TV and read a lot of short stories and comics and fables. I figure working through a whole story in 30 minutes to an hour will let me burn through more stories.
#14
The Crossroads (Archived) / Re: The Arm
July 07, 2014, 09:07:57 PM
So page 2 is done. Lines on page 3 next on the agenda.

http://beejazz.deviantart.com/art/TheArmPage2-466395200
#15
The Crossroads (Archived) / Re: The Arm
May 28, 2014, 10:45:43 AM
Quote from: SA
Goddamn this is intense.

If you published it in hardcover, I'd buy it. No lie.
Thanks! Some form of publishing might be down the road. Right now all I've got to offer is commissions.
Quote from: SA
ALSO: "it is a sacred disciprine that is Ninja Kitty"... goddamned hilarious.
Yeah, those comics were fun to make. Exquisite corpse games work surprisingly well for comics. That day I was working with two guys from Lobsterdance. They do some fun kaiju movies and stuff.