aramis erak
Legend
I miss my HP38 II ... and swiss micro is WAY out of my league...Also: calculators exist. (Though HP's offerings have gone downhill since the 48GX.)
I miss my HP38 II ... and swiss micro is WAY out of my league...Also: calculators exist. (Though HP's offerings have gone downhill since the 48GX.)
My bank balance curses the day your parents met.I miss my HP38 II ... and swiss micro is WAY out of my league...
Dragons totally deserve harder maths. What better way to say, "you're fighting a dragon," than by squaring their attack and damage rolls?What? No square root or exponential calculation? But how are you going to do realistic fall damage and calculate the dragon’s speed after five rounds of constant deceleration?!? Think of my suspension of disbelief man! I can only abstract so much!!!
I... think you nailed it. This doc looks like it belongs in a players' handbook. Especially this part:In general - I'd suggest checkign the math standards for upper elementary. Grade 6, ages 11-13.
Reason abstractly and quantitatively.
• represent a situation symbolically and carry out its operations
• create a coherent representation of the problem
• translate an algebraic problem to a real world context
• explain the relationship between the symbolic abstraction and the context of the problem
• compute using different properties
• consider the quantitative values, including units, for the numbers in a problem
with the gift of a spatula?What better way to say, "you're fighting a dragon," than
Hm, no good. Dimensional analysis. Multiply damage by a scalar and you get damage; multiply damage by damage and you get... who knows what.by squaring their attack and damage rolls?
Better get to Spatula City then. I heard they have a liquidation sale this weekend; buy nine spatulas and get the tenth one for a penny!with the gift of a spatula?
Again, what are we gaining out of these additional maths?So can we squeeze a little more out of our RPGs by asking a bit more (whoa - sixth grade) of the players' math efforts?
Again, what are we gaining out of these additional maths?
Darn tootin’. You can’t do serious storytelling without considering enzyme kinetics at key moments of action, so anyone who isn’t regularly calculating Lambert W functions is by definition not a serious role player.If you aren't using the Lambert W function in your damage calculations, are you really even roleplaying?
EDIT: I should note that the post is not by me. It's something I agreed with, found useful, and saved as a reference.o mathematical operations and modifiers
Many systems "modify" die rolls in some way. This can be a significant
step. First, you need to identify the appropriate modifier which puts
us back up at the "identifying the mechanic" step, here modified to
be "identifying the modifier". If modifiers are fixed, this requires
a rule book look-up and/or a reference sheet look-up. If the modifiers are
more flexible or subjective, the GM has to pause to think about it
(generally faster than a look up). The time spent on these add up
so the more you have, the longer it takes.
With respect to math, addition is the fastest. Subtraction and small
multiplications are the next best. Division is, by far, the worst.
Do some assembly language programming if you don't know why. Avoid
division at all costs unless it something done outside of game play
(e.g. at character generation time). Multiplication are subtraction
can be OK if done once. In generally, you should try to stick with
addition only if you can.
The other major mathematical consideration is the size of the numbers
you are dealing with. Most people can quickly add numbers below ten
and fairly easily add numbers up to 20 or 30. Double digits, of
course, take more time. Subtraction and multiplication become more of
a problem in double digits and should be avoided. Division, as stated
above, should be avoided at all costs except, perhaps, division by 2,
3, 4, or 5. Any higher math (powers beyond squared or cubed, algebra
plug-ins, differentials, etc.) shouldn't even be considered. In
short, the smaller the numbers are and the less you do with them, the
faster it goes. If players need a calculator to resolve things, I'd
say that you've failed to produce a reasonable play-time mechanic.