Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Saturday, December 19, 2020

Finished Tower of Doom with my Son

  1. with 4usd controllers, we played and finished it. It was unlimited life so it was possible.
  2. I only discovered so many moves by accident. 
    1. There is a rising attack (shuryuken) with Jump and not Attack button.
    2. Sliding attack with the Jump button, but I dont know how. 
    3. Found the attacks and moves - here  (will practice this)
  3. Will also read through the strategy guide and find out what everything does. 


 

Saturday, December 5, 2020

Dungeons and Dragons: Shadows over Mystara - Steam

 Nostalgia Trip. Got Dungeons and Dragons: Shadows over Mystara in Steam to run in an i3-4150 del optiplex 3020 (2015). 

  1. I cannot do this on a keyboard. I need to buy a controller worth 4usd here (200php). I'll be buying 2. I'm used to LEFT hand being moving and right hand being attack and special. 
  2. I wish I could play this like a 4 player console with my wife and son - but I have to pay 40usd for 4 additional ones (2,000php) if I want my brothers (2) and wife and son (2) to play with me. 
  3. I hope to play with my brothers or friend who never got to finish this game and spent hundreds of pesos in the Arcade never having enough talent, time or money to finish this. 
  4. I'm old and my reflexes are slow. 2700php or almost 50usd to play this and experience this with loved ones is not a bad price to pay for 2020. 
  5. The Art takes me back when I was Highschool and my brothers and I would stare and watch the trailer play over and over again. I wanted to draw like this. 

Monday, April 27, 2020

XP loss Rate, Training and Conditioning, Overcoming Weaknesses

If one believes all skills need maintenance, then XP has a shelf life.
That over time our ability to get XP will be hampered by age, obligations, and changes in its costs and circumstance. If one believes that in a GAME or SYSTEM people can only keep what they use (in abilities) then there is a cost to maintain XP or it can be modeled that we lose XP over time.

To know the XP Loss Rate then I have to consider what would be the XP Gain Rate.

Game mechanics influenced by recent studies into Mindfulness, and how it is reinforced lessons in Khaneman's Thinking Fast and Slow, and Dan Ariely's Series about Behavioral Science and Economics. Plus that I'm an Anki User and long time blogger and how in practice this is how I've come to view the world.

Work Rule of Thumb (Not D&D but I will use it as Benchmarks).
In my line of work, I have qualitative measures of what 1 year to 10 years of work experience means. Typically there is a "WALL" when people hit 10 years where it becomes the same thing. Where they either choose to escalate and advance, like taking on management responsibilities, or they are stuck there or even degrade. Around this time people who started working in their 20s start asking some scarry questions about their life choices.

So what if XP is forgotten over time. I'm using years since its easier to model it this way than months. I'm imagining characters in a Lost Mine of Phandelver (LMOP).


XP is gone in 2 yearsMAX TOTAL
Year 1Year 2Year 3
65006500
325065009750
0325065009750
032503250
0

not enough for level 6. At certain ages what was Last year is really emotional distance to an event. the way a strong emotional event feels just like yesterday always, while last week's trivial events can't be remembered or a lifetime ago. By year 3 LMOP is getting old. 

While Fast when you look at it in a Real-World XP and Forgetting Curve, this actually models the mindsets of D&D adventurers. 2 years in the same place is "Long" for an adventurer.



XP expires 3 years
Year 1Year 2Year 3Year 4Year 5MAX XP
65006500
4355650010855
21714355650013026
021714355650013026
021714355650013026
021714355
02171
0

Not enough for level 6. The character starts feeling they are running in place by year 4, probably doubting themselves. The XP loss is doable. Being level 5 in LMOP may mean other Threats in the Area and the Level of the NPCs doesn't present a challenge.

  • What if PCs need NPCs to train them? What if XP is training based and Adventures are Economic or Material Rewards? 
  • If PCs train then the amount of KNOWLEDGE and XP in the Area determines the XP they advance in Training. A City with many similar professionals holding a larger body of knowledge has more advancement opportunities than a small town or fortified village. 



XP expires in 4 yearsTOTAL
Year 1Year 2Year 3Year 4Year 5Year 6Year 7
65006500
4875650011375
32504875650014625
162532504875650016250
0162532504875650016250
0162532504875650016250
0162532504875650016250
01625325048759750
0162532504875
016251625
Able to Reaches Level 6 in Year 4 BUT, realizes they are not growing by the year 5. Its probably they are not doing the same thing from year 2 to year 4, but they can be noticed that their lives are not as threatened.

  • How about experienced Adventurers who retired? They probably level down or spend 50% of their time on Skill Maintenance? If you "retired" with an economic safety net (money) so that the character doesn't need to work 80 hour weeks then they can probably be performing maintenance.  


LevelXPProf BonusXP for Next Level
102300
23002600
390021,800
42,70023,800
56,50037,500
614,00039,000
723,000311,000
834,000314,000
948,000416,000
1064,000421,000
1185,000415,000
12100,000420,000
13120,000520,000
14140,000525,000
15165,000530,000
16195,000530,000
17225,000640,000
18265,000640,000
19305,000650,000
20355,0006

Mental Model - Time and Conditioning.

Christian Camerons "The last Greek" came out in Audiobook and I'm reminded about how much Conditioning and Training is more about Time and Conditioning instead of Gender Talents.
The age old debate about "Men" being physically superior was brought up in the book. In light of the recent (early this year) Online argument around Andrew Klaven comes to mind - and the crucial elements are:

  1. definitions of Scope of Combat. Weapon Combat, Wrestling, Long marches, operations, etc... does physical strength matter? 
  2. How does equipment, tactics, and medium of warfare change the importance of Gender traits. 
I realize for those who Train - TRAINING matters. of course without Training pure physical superiority matters. So already you can see a difference in Definitions and Assumptions that will cause an argument. I won't go into Andrew Klaven's off-handed comment but go into - Time and Conditioning and how it makes a big difference. 

What if - I take someone from the Adult Self-Reliant Population. Let's say that's 20% of the population, as the rest are Children and Infirmed Adults (including the Elderly). If I get 5% and convert their Economic Support activities into Purely Training and Conditioning? 

Its not quite Kumail Nanjiani physical transformation or anyone who's done any physical transformation. Drills and Feedback of Simulations and Exercises rewire everything. Even for those of us who'se best years are behind us, we know what 2 weeks will do to us when we can push our Cardio a lot harder without worrying about the Kids and spouses and getting rest and feedback will do to our bodies and mind. 

Its not even just rewarding to the Trainee - its rewarding to the Trainer as his knowledge of his expertise is Tested with every new Trainee and their unique circumstances and mindset. Making a principle work with the Different Mental models every Student has and different physical characteristic combinations of different students produce knowledge. 

Give them 2 weeks per increment of review of the Qualitative Changes and its remarkable. If they were in their teens of 15, 20s, 30s, or even 40s and 50s it would be an interesting transformation. 

The changes people undergo in Conditions and Training - the Qualitative Changes of starting from Zero.  Add to that the Escalating Challenging Environment and Peers who draw and contribute to your group's Body of Knowledge in Years. What you have are both Physical and Mental artifacts that make anyone's humble median abilities exceptional.  

How people Overcome their weaknesses and build Strategies that manage weaknesses is remarkable. My first experience of this is learning the difference of RANGED combat of Airsoft and FPS vs melee combat. That how I move and my combat awareness is a subtle but huge statistical change of my survivability per game. Physically I'm pretty much the same, but how I move - peeking out, hug the profile, as well as Infer from Indirect movement of my surroundings is such a fundamental change when I first hunkered down and don't know what's happening.  The reason people dont get killed so easily in Fire-arms warfare is that 

layer one - they dont get hit, 
layer two - they can't be found, 
layer three - if they are found they are displaced
layer four - every movement they take seizes or takes ground from the adversary, limiting the adversaries time to eliminate you
Layer five - we deny the adversary the advantage or their strengths. 

At this Fourth Layer or 5th Layer- where we're taking strategic advantages from each other the battle is fought. Where you win even before you fired your shot. This is how people OVERCOME weaknesses and make counter-strategies. I'm surprised people think in Direct Combat when life and so much of combat is the more complicated part of the position and gaining the advantage. When they go directly to the assumptions of Head-to-Head combat - its embedded sense of privilege where the Battle Field is always where "I have the advantage". My mental paradigm of combat conditions will never be my adversary's, and thinking up options in my battlefield of choice is wasted effort - as to the main problem of choosing the battlefield.  


from XP loss rate to reflect Skill Maintenance > XP Loss Rate > training and Conditioning > how people spend their time with Training and Conditioning to develop many other strategies to overcome their weaknesses. And how Unpredictable and Unique and interesting these strategies can be.  

Monday, January 13, 2020

Distracted by D&D

So I was distracted about D&D since I invested in the Starter and Essentials Kit. I thought it would be "easy enough" to get my son into. But I was wrong and strangely It took me about 20 hours of reading everything and videos to really grasp how much I was out of my scope.

My brother has the PHB and DMG which I then borrowed to understand more about the rules.

Even with all these reviewing, I still have to check the books because my understanding is really fragmented.

Modifier Inflation

The Modifier Inflation in D&D5e is a BIG change, especially coming from someone who would run Epic level games in 3.5. I largely agree with the decisions to cut the Inflation to 1/5. A +6 to +8 iscan be found in one ability of the PCs and takes considerable character resources.

Maxing out the Magical Bonus to +3 and Focusing on "Qualities" instead of numeric advantages is a great improvement.

The easy-algorithm would be Get the STAT modifier (-1 to +4) plus the Proficiency Level (+2 to +6). With some classes, the Proficiency level for Non-Combat options are doubled (+4 to +12).

They also limited the Actions Per Turn to One Reaction, Max-One Bonus Action, and An Action. No 4 Attacks of Opportunity.

If you find the ACs low, note Cover modifiers SSRB-12, EKRB-36, PHB-196. These come into play a lot. Movement SSRB-10, EKRB-35, PHB-190 is done in a way that you can "displace" - which means 1) Reach weapons automatically provoke opportunity attacks if opponents do not spend the turn to "disengage", 2) Having reach to attack without provoking opportunity attacks, 3) forcing enemies to move to engage creates a very interesting behavior on the Board. ( When I get experience running the combat I'll try to give a Visual Mental Model of tactics).

Heavy Armors removes Dex Penalty to AC. So by implication and it's not definitively stated that Dex penalty lowers AC in light or medium armor. Stumbled on this when Trying to reflect on the Starting Characters and their Optimum play.

Rest Variants: Gritty Realism  DMG 267

I cannot help but prefer gritty realism because there seem to be minor "Consequences" for bad decisions or bad planning. All damage is "Recovered" in a Long Rest, is pretty potent. As story telling goes to say "A week passes" and "A night passes" is just a slight change in Mindset and a some of Preparation for the GM (1-2 hours of discussions with other GMs and preparing the options, and forecasting the type of behavior the options will create). 
  1. Short Rest is 8 hours.
    1. Non-Spellcasters are able to recover faster.
  2. Long Rest is 7 days.
    1. Resting 16 hours a day.
    2. Able to do Light Activity -
    3. mostly mental tasks with DC no higher than 8 plus modifier,
    4. or Physical Tasks with a difficulty of 3 plus Modifier. So part-time work is 1gp per day.
  3. Healer Feat and Healing Kit are key in Short Rests. PHB 167
    1. 1d6+4+HD of the creature. Once per Short Rest.
    2. Healers Kit is 50sp, 10 uses, and 5lbs.
  4. PHB 186 Resting
    1. Each PC has up their Hit Dice + hp modifier of recoverable HP. They can recover these Short-Rest HD after a Long Rest.
  5. PHB 187 Downtime Activities
    1. Practicing a Profession.
    2. Recuperating
    3. Researching

Lifestyle Expenses PHB 157

The notes below are all DM Homebrew Rules. 
  1. Wretched  --
    1. Potential Encounters
    2. Cannot Rest. Just lets time passes.
  2. Squalid  0.1 gp/day
    1. Potential Encounters
    2. Con Save DC 15 per period or rest is interrupted.
  3. Poor  0.2 gp/day
    1. Potential Encounters
    2. Roll tools proficiencies at DC 10 to fix surroundings to be tolerable for a Period. Margin of Success is number of Periods fixed.
  4. Modest  1 gp/day
  5. Comfortable 2 gp/day
    1. An advantage in Recuperating with Healer visits (1gp/vist)
    2. With Short (8hr) Rests Healer visits healing 1d6+4+HD (1gp/vist).
    3. Or delegate Unskilled Tasks.
  6. Wealthy  4 gp/day
    1. As with Comfortable.
    2. Delegate Tasks to Skilled Professionals.
    3. Hire healing from an “Adept” Healer, able to cast 1st level healing spells.
  7. Aristocratic 10 gp/day
    1. Delegate Tasks to a few of Skilled Professionals.
    2. Hire multiple or better “Adept” Healers .
D&D5e Notes. Of Course Spoilers and all WIP. Planning to run on Feb.
  1. 200111 D&D5E Homebrew Rules
  2. 191202 Lost Mine of Phandelver
  3. 200111 D&D5E Phandelver NPCS
  4. 200110 D&D5E Table Notes

Experience PointsLevelProficiency BonusRequired XP to AdvanceYears of AdventuringYears of Experience
0120.00
300223000.00
900326000.11
2,700421,8000.43
6,500533,8001.07
14,000637,5002.216
23,000739,0003.526
34,0008311,0005.238
48,0009414,0007.453
64,00010416,0009.871
85,00011421,00013.194
100,00012415,00015.4111
120,00013520,00018.5133
140,00014520,00021.5156
165,00015525,00025.4183
195,00016530,00030.0217
225,00017630,00034.6250
265,00018640,00040.8294
305,00019640,00046.9339
355,00020650,00054.6394
Notice that advancing from 10 to 11 is HARDER than 11 to 12, and out of place when I consider 12 to 13, and 13 to 14

I swapped it out and made them in the order of increasing.

Req XPLevelXP
01
3002300
6003900
180042,700
380056,500
7500614,000
9000723,000
11000834,000
14000948,000
150001063,000
160001179,000
200001299,000
2000013119,000
2100014140,000
2500015165,000
3000016195,000
3000017225,000
4000018265,000
4000019305,000
5000020355,000

Years of Adventuring. 

For very Upwardly Mobile NPC/PCs or Retired NPCs. Based on the Speed by which Starter Adventure will conclude in Game Time.

Years of Experience

Using 3.5 Race Ages. Adventurers or Upwardly Mobile Characters are a "Meta Game Construct". The GM and the Players can say who is an "Adventuring" NPC/PC. Non-Adventuring NPCs are characters who just want a LIFE. 

Race
Years of Experience
Human
x1
Dwarf
x3
Elf
x10
Gnome
x3
Half-elf
x1.5
Half-orc
x1
Halfling
x1.25

Cashless Incomes

Incomes are a challenge. Particularly changing the Rewards in "CASH" to Favors, Holdings, and Prestige. If the designers Didn't want a lot of Modifier Inflation, creating a Cashless set of rewards would have been the natural progression of course, that would have nerfed selling more "WOTC" approved options. 

I'm trying to Check out Strongholds and Followers but I plan to just Draw from GURPS and HARN and follow the D&D5e model and simplify. Like at work: Simplify and make a Detailed Breakdown of Assumptions (which I learned in PMBOK its called an Assumptions Log).