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Some of the family stuff I’m working with got a level of agreement among involved folks I didn’t expect, with much less struggle than I expected. very welcome. Now there’s a lot of work still to actually do and a level of gratuitous bozosity among some folks that is draining and wearing. But it is progress and I do get to spend a little while seeing what y’all are up to before diving back into the tunnels.

A bit of music from one of my favorite recent albums. Everon put out half a dozen superb progressive rock albums in the ‘90s-‘00s. Then they stopped and all went on to other stuff. The lead guy become a very successful of house and related sounds. Then, to my utter surprise, they put out a new album, a mere 17 years after the last one. More stuff to say in this format. I take encouragement.

 



I'd say there can be a lot of math in character generation, but an awful lot of it only occurs in superheroic games and to a lesser degree fantasy--aka games that use powers. And even there it isn't always complicated--a straightforward energy projector can be suprisingly simple.

But how much of it need to be referenced in play most of the time? I can play most Hero characters right off the character sheet. Try doing that with a moderate level D20 style system spellcaster.
Some characters can be pretty simple and others ferociously complex depending on the builds (variable power pools and substantial limitations I’m looking at you here), so a lot of complexity can be avoided or even embraced at the player’s build discretion. But that higher end sure isn’t for newbs.
 


I know what you're talking about but its not actually a square root; its a sum of 1 to N total, which isn't something most people do too often, but its not as complicated as a square root.
We’re both wrong. 😂

I wasn’t talking about sums of 1 to N total- don’t even remember what that’s from- I was thinking of the martial arts maneuvers that require calculating a target’s velocity (v) divided by another number as part of determining damage and OCV & DC penalties or bonuses. That part is written as v/3, v/5, v/6, or v/10 (depending on the maneuver), and my faulty memory interpreted that as a √.🤦🏾‍♂️

And calculating velocity is where it gets awkward. The formula I tracked down online is:
KPH = 0.3 x m x SPD, MPH = 0.1875 x m x SPD, where 'm' is the character's movement in meters per phase.
 
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Some characters can be pretty simple and others ferociously complex depending on the builds (variable power pools and substantial limitations I’m looking at you here), so a lot of complexity can be avoided or even embraced at the player’s build discretion. But that higher end sure isn’t for newbs.
One of my most complex characters was a riff on Tony Stark/Iron Man, designed as an anti-PAG PAG*, designed during the Armor Wars storyline, with some notes lifted from the Northworld novels.

I won’t get into the gritty power details, but the central quirk was that the character made his suit’s operating system idiosyncratically difficult to use, based on his own programming language. Making the suit do anything required a skill check. And his skill was HIGH, with high modifiers, etc.






* PAG = old HERO slang acronym for Power Armor Goon/Guy
 

We’re both wrong. 😂

I wasn’t talking about sums of 1 to N total- don’t even remember what that’s from- I was thinking of the martial arts maneuvers that require calculating a target’s velocity (v) divided by another number as part of determining damage and OCV & DC penalties or bonuses. That part is written as v/3, v/5, v/6, or v/10 (depending on the maneuver), and my faulty memory interpreted that as a √.🤦🏾‍♂️

And calculating velocity is where it gets awkward. The formula I tracked down online is:
KPH = 0.3 x m x SPD, MPH = 0.1875 x m x SPD, where 'm' is the character's movement in meters per phase.

I've always taken velocity to be the character's move, say 24 hexes for their Run.
 

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