3,570 reputation
530
bio website soulrift.com
location Toronto, Ontario
age 31
visits member for 1 year
seen 11 hours ago
stats profile views 15

I'm a Master of Information, an MMORPG expert, and in my spare time I dabble in Dungeons and Dragons, mainly 4th edition. I secretly aspire to re-write 4e into AD&D 4.5 and fix all those niggly issues I have with it.


Oct
4
asked When does a character start to fall?
Sep
16
accepted Does standing on a moving platform provoke opportunity attacks?
Sep
12
asked Does standing on a moving platform provoke opportunity attacks?
Aug
10
comment Is it possible to produce a bowl-shaped probability curve with dice rolls?
Ricky, I just had another idea. Thinking about adjusting the 21 cutoff with a luck modifier made me think: what if the 21 cutoff was a range? So if things add up to 20-22, you take the middle value, below 20 you take the lower, above 22 you take the higher. Could you then control the "smoothness" of the bowl with greater precision by adjusting that cutoff range than you can by adding or removing dice with Nex's method? And if you extend that range far enough, does this method flip into a traditional bell?
Aug
10
comment Is it possible to produce a bowl-shaped probability curve with dice rolls?
I also like the 21 cutoff as a more intuitive way of figuring out whether you take the higher or lower roll. And I also like how this system could apply the "luck" attribute I just mentioned up in Nex's answer: you could add to or remove from the 21 cutoff with a luck attribute, causing luckier characters to pick the higher of the three rolls more often.
Aug
10
comment Is it possible to produce a bowl-shaped probability curve with dice rolls?
Dan's comment does make an interesting proposition: the whole bowl can be skewed towards success or failure by having a non 50% chance of picking the highest or lowest value. You could even go as far as to make a "luck" attribute that ranges from -5 to +5 and roll 1d20+luck and take the highest value on an 11 or higher and the lowest value on a 10 or lower. I never really thought of making a "luck" attribute actually affect the "luck" of the rolls in such a direct, yet curiously amusing, way!
Aug
7
comment Do shardminds have to share a language to communicate with an NPC/PC?
Note that the specific word length may be a meta-game way of explaining to players how much information can be conveyed in a telepathic message, rather than a strict "it transmits this many letters" within-the-world restriction. The gist I get is that Send Thoughts sends THOUGHTS, rather than WORDS, but since real life people can't relate to the practical restrictions of telepathic thought-sending communication, we describe the message in terms of words so the players can actually say what thoughts they're thinking. This would also support the idea that language is not actually relevant.
Aug
7
comment Is it possible to produce a bowl-shaped probability curve with dice rolls?
Incidentally, this graph seems a lot steeper, maybe too steep; I wonder though, if, by using the middle value in the case of a tie between the extreme values, would it be flatter? How much flatter?
Aug
7
awarded  Commentator
Aug
7
comment Is it possible to produce a bowl-shaped probability curve with dice rolls?
I think this is a neat idea but, glancing at the graph, it looks like the curve is a bit too steep for what I'm aiming for. Also, finding the extreme value of three numbers (the number closest to 1 or 20) isn't something that feels intuitive, so I wonder if it would be cumbersome to use in actual dice-rolling table-sitting play with a large group of people. I'll trial it between different number combinations of NeX's system and let you know how it goes.
Aug
7
comment Is it possible to produce a bowl-shaped probability curve with dice rolls?
Wow, I really like this idea. I'm going to have to give it a try in a few weeks worth of gaming sessions though and let you know how it goes.
Aug
6
awarded  Nice Question
Aug
6
asked Is it possible to produce a bowl-shaped probability curve with dice rolls?
Aug
2
accepted If movement is interrupted and an enemy occupies the destination square, is the movement lost?
Jul
19
comment Standard monster tactics for 4E D&D combat
Ah... I think you might get more mileage through tactical encounter building and map making more than tactical monster control. Nudge things up one or two levels, pick monsters with complimentary power sets (eg: if a monster deals extra damage to immobilized targets, find a controller with immobilization to compliment it), and maps/features that really let monsters get the most out of their abilities (if a monster has a power that scatters characters, don't have it fight in a tight enclosed area).
Jul
19
answered Standard monster tactics for 4E D&D combat
Jul
16
answered How does an opposed (stealth) check work?
Jul
16
comment If movement is interrupted and an enemy occupies the destination square, is the movement lost?
While I agree that squares of movement are treated discreetly, that you move square by square and can declare each square as you go, I don't think this addresses the issue of there being one whole "move action" and that the interrupt invalidates the "action". Like, if the action were a ranger's twin strike, and the interrupt invalidated the first of two attacks, the second attack would also be invalidated because the whole action was invalidated. Why doesn't this hold for movement too?
Jul
13
revised If movement is interrupted and an enemy occupies the destination square, is the movement lost?
Added a new example to solve problems with Fading Strike
Jul
13
asked If movement is interrupted and an enemy occupies the destination square, is the movement lost?