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Justifying high level 'guards', 'pirates', 'soldiers', 'assassins', etc.
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<blockquote data-quote="GlaziusF" data-source="post: 4490382" data-attributes="member: 74166"><p>Okay, how does "shock" fail your simulation?</p><p></p><p></p><p></p><p>On the contrary.</p><p></p><p>All you will ever have is a story about how a rock ended up on your front yard.</p><p></p><p>It may or may not be consistent with a later story about your investigation of the rock in your front yard and what you found there.</p><p></p><p>It's better if it is consistent, or if you retell it to be consistent, because that makes it easier to remember.</p><p></p><p></p><p></p><p>Hahaha, 'cause and effect'. Next you'll be talking about 'reality' and 'time'. None of those things actually exist, though I find it easier to act as if they do as it's very convenient.</p><p></p><p>On a differently philosophical bent, there's really no difference between a narrativist who plots out the world and a simulationist who stats it out. Both are establishing relationships between ideas, the narrativist with applied set theory (that is, language) and the simulationist with numbers. And it means the same thing when the narrativist's plot is inconsistent and the simulationist's numbers prove unworkable - there's a problem with the relationship.</p><p></p><p></p><p></p><p>Can I riff on the whole 'cause and effect' thing by introducing the idea of 'simultaneous quantum superposition'? </p><p></p><p>The monster's waveform collapses when it comes into contact with PCs, under the assumptions of the "damage continuum -> binary hit and miss with random damage" conversion. If you have a 5th level and a 22nd level PC together, somehow, the assumptions of the conversion are violated and the waveform doesn't collapse. Facing, say, the level 14 version of the monster, the level 5 never hits and isn't missed, and the level 22 never misses and isn't hit, and in neither case do they deal or take an appropriate amount of damage. If we had access to the complete and complex rules for the underlying simulation then we could run the monster encounter anyway, at the expenditure of disproportionate time and effort for everyone involved, but we don't so we can't. </p><p></p><p>The guidelines for party composition and encounter design are there to make sure the assumptions of the conversion to binary hit and miss hold. When you violate the assumptions, of course you get an unworkable encounter. It would be surprising if you didn't!</p></blockquote><p></p>
[QUOTE="GlaziusF, post: 4490382, member: 74166"] Okay, how does "shock" fail your simulation? On the contrary. All you will ever have is a story about how a rock ended up on your front yard. It may or may not be consistent with a later story about your investigation of the rock in your front yard and what you found there. It's better if it is consistent, or if you retell it to be consistent, because that makes it easier to remember. Hahaha, 'cause and effect'. Next you'll be talking about 'reality' and 'time'. None of those things actually exist, though I find it easier to act as if they do as it's very convenient. On a differently philosophical bent, there's really no difference between a narrativist who plots out the world and a simulationist who stats it out. Both are establishing relationships between ideas, the narrativist with applied set theory (that is, language) and the simulationist with numbers. And it means the same thing when the narrativist's plot is inconsistent and the simulationist's numbers prove unworkable - there's a problem with the relationship. Can I riff on the whole 'cause and effect' thing by introducing the idea of 'simultaneous quantum superposition'? The monster's waveform collapses when it comes into contact with PCs, under the assumptions of the "damage continuum -> binary hit and miss with random damage" conversion. If you have a 5th level and a 22nd level PC together, somehow, the assumptions of the conversion are violated and the waveform doesn't collapse. Facing, say, the level 14 version of the monster, the level 5 never hits and isn't missed, and the level 22 never misses and isn't hit, and in neither case do they deal or take an appropriate amount of damage. If we had access to the complete and complex rules for the underlying simulation then we could run the monster encounter anyway, at the expenditure of disproportionate time and effort for everyone involved, but we don't so we can't. The guidelines for party composition and encounter design are there to make sure the assumptions of the conversion to binary hit and miss hold. When you violate the assumptions, of course you get an unworkable encounter. It would be surprising if you didn't! [/QUOTE]
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Justifying high level 'guards', 'pirates', 'soldiers', 'assassins', etc.
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