| bio | website | code.sherohman.org |
|---|---|---|
| location | Lund, Sweden | |
| age | 42 | |
| visits | member for | 11 months |
| seen | 16 hours ago | |
| stats | profile views | 0 |
Free/open source software developer and sysadmin specializing in Linux/Perl.
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May 18 |
comment |
How effective would a mech be in a city environment? For ideas on effective urban combat mecha (albeit only in the 3-4m height range), take a look at the first few episodes of the anime series Gasaraki, which starts off with demonstrations of prototype mecha in an urban environment. |
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May 3 |
answered | Can the GM give control over a support NPC to the players? |
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May 3 |
comment |
Can the GM give control over a support NPC to the players? re: Your final italicized paragraph, my experience is that "GMPC" is not normally used as a synonym for "NPC". "GMPC" generally means a character played by the GM as if that character were the GM's personal PC. The term tends to be something of a pejorative, due to the perception that the GM's control of the world as a whole tends to lead to GMPCs becoming Mary Sues. |
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May 2 |
comment |
What are the “roots” of the Arts that a standard covenant library would have? I poked around a little on the linked site and it includes a page of the author's "House Rules for flexing Ars Magica 5", so it seems safe to assume that's probably the edition the texts were rated for. |
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Apr 27 |
awarded | Commentator |
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Apr 27 |
comment |
Can Savage Worlds be played effectively on a Square or Hex Grid? Counting diagonal moves on a square grid as 1.5 squares is close enough for most practical purposes and avoids the need for measuring tools. (SW's maximum 12" running move would map to 8 diagonal squares, which is actually 11.28", so the rounding costs less than an inch of lost movement in the worst case.) |
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Apr 26 |
comment |
Respawn with stat reductions system Yep, I got your intention. But my impression of the edit is that they will not be able to complete the dungeon without dying at least a certain number of times so that they can follow each of the paths opened by the alternate solutions. If I were a player in that game, I would not be happy about being assessed penalties for doing something which is, by design, mandatory. I could accept penalties for PC deaths if it was possible to complete the dungeon without dying, but making it mandatory to die changes that dynamic substantially. |
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Apr 25 |
comment |
Respawn with stat reductions system re: your EDIT, if I understand correctly, you seem to be saying that you plan to both penalize the players for "groundhogging" and make groundhogging essential to completing the dungeon. That seems a bit unfair - "You must do X!" and "I'm going to punish you if you do X." don't mix very well. (Unless it's a certain type of BDSM scenario, but I don't think we're talking about that kind of roleplaying here...) |
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Apr 15 |
comment |
What is a “trad game”? I think I would allow "dice-driven mechanics, with a single GM with total rules and narrative authority" to stand alone as a definition. By piling on the class/level/random chargen descriptors, you're coming pretty close to calling GURPS or Champions/Hero System non-trad. |
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Apr 15 |
comment |
How is character development realised in Mongoose Traveller? In what way is this answer "wrong"? It accurately states what the rules say, provides an example, and discusses the gaps left in them. I agree with you that simulation, rather than skill increase, tends to be the core focus of Traveller, but that doesn't mean the skill improvement rules don't exist or that it's in any way "wrong" to inform the OP of their existence. |
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Apr 3 |
awarded | Teacher |
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Apr 3 |
answered | Is there a system with hit locations where missing hits another location? |
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Feb 18 |
comment |
Where did the option to trade rolling for a minimal success first appear? I don't have either of them handy, but I don't recall Ars Magica 1st or 2nd edition having any sort of "trade rolling for automatic minimal success" mechanic. On the contrary, under stressful situations, you always have to make a "stress roll", even if success is otherwise automatic, in order to determine whether you botch. |
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Jul 6 |
comment |
Simulating grenade explosions in a stairwell I've got to agree with DevSolar... I ran a Shadowrun game long, long ago (in the days of 1st edition rules) and one fight involved a grenade blast in a stairwell. Shadowrun's "chunky salsa effect" rule lived up to its name and was quite satisfactorily brutal to the guards in that stairwell. |
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Jul 1 |
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How do I deal with GM burnout? Tread very lightly with #4/#5! There are a lot of GMs who will insert their own Mary Sue NPCs into the game and either make them infallible allies or untouchable enemies, since they're essentially an Avatar of the Omnipotent GM within the game world. It doesn't have to be that way, of course, but it's common enough that many players will react negatively to anything resembling a "GM PC" purely by reflex. |
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Jun 30 |
awarded | Suffrage |
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Jun 30 |
comment |
In early D&D, why would chainmail ever be preferred over plate armor? +1: "'chain' or 'mail', not 'chainmail'" |
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Jun 30 |
comment |
Narrative Combat versus Use of Miniatures @PaulMarshall: That can go either way depending on the people involved. Bryant's answer mentioned the possibility of 3d terrain, etc. making map-based combat very "evocative", but, for many people, "evocative" is practically a synonym for "immersive". |
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Jun 30 |
awarded | Supporter |
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Jun 30 |
awarded | Autobiographer |