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Cake day: July 18th, 2023

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  • Maxxus@sh.itjust.worksOPtoRPG@lemmy.mlHelp with racing mechanics
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    21 days ago

    To answer my own question, based on all the responses, thank you everyone, here’s what I’m thinking.

    Get a number of different colored d20s, one for each race team. At each leg of the race roll them all on the table for the players to see. Any 1s are automatically knocked out of the race, they had some catastrophic failure. Any 20s get a marker to indicate some great success or inherent skill that will grant them a bonus later.

    Then in the final portion of the race I’ll take the three teams with the most markers and put them in scene in direct competition with the Players. I’m thinking this will allow my Player’s to go hunt teams that are doing well to take then out before the final leg if they want and let them see how dangerous their competition is.















  • I scanned through the 1e DMG and PHB, but I didn’t see anything about a base chance a trap does not trigger. These two traps, the needle and the pits, have their specifics listed in the module.

    The needle trap is always found if the box is searched, and always triggers if precautions aren’t taken. It harkens back to skill play, where the player is meant to find alternate means instead of rolling dice. It’s like how the west false entrance specifically says there’s no saving throw.

    The pit trap does have a percentage chance not to fall in, but it still triggers. Being as the pits are 10’ square I do enjoy the idea of catching multiple PCs at once. And that was possible back in the day with how turns were organized, which I’ll cover in my next post.











  • How should a contributor gauge whether to make big changes to “do it right” or to do it a little hacky just to get the job done?

    When you work in enough diverse codebases, with enough diverse contributors, you begin to understand there isn’t one objectively right way. There are many objectively wrong ways to do something. Picking a way to do a certain task is about picking from tradeoffs. A disturbingly common tradeoff is picking rapid development over long term maintainability, but that isn’t not the right way to do it in a competitive space.

    Needs change over time and certain tradoffs may no longer apply. You’re likely to see better success making lots of little hacky fixes until it’s not a hack anymore because you’ve morphed it slowly over time.

    Version control, git et al, allows you to make multiple commits in a single PR, so you could break the changes up to be more reviewable.



  • My experience, ymmv, the most work went into configuring everything you need or want the first time. The right drivers for your graphics card, for your webcam, wifi, acpi multimedia keys, etc. Though I don’t use a gnome/kde/DE, so some of that may automagically work for you. After that though, updates don’t tend to break the things you’ve already fixed.

    One time in 5 years the names of some acpi keys changed, and I had to update the script, and that wasn’t really arch’s fault. Also Google did a funny thing with their monospaced font that xft couldn’t handle, again not an arch specific thing.

    And here’s a hot take for you, I only update about every 18 months. That’s usually how long it takes Discord to become binarily incompatible with installed libraries. Update the keyring first and never a problem.