Snow Leopard

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@Bob_Loblaw

To be clear, there are only 2 steps.
1. Roll 2d12. Reroll if both are 12.
2. If Die2<=Die1, use Die1+1, otherwise use Die1.
That's it. It's die1 or die1+1.

@ForksOfSpite
With the phrase 'elegant solution!' I now understand what you meant, sorry about that.

For those logically inclined, I actually came up with an algorithm to let you turn any dice into evenly weighted distributions for other numbers, using a minimum number of rolls, at the cost of additional rerolls. (a generalized solution if you will)
Wall of text incoming.

I am a logician, not a statistician, so my terms may be off.
For dice 'D' rolling between between one and 'd', to get an even distribution in a desired range of numbers with result 'A' between 1 and 'r':
1. Determine the minimum whole number of dice 'N' such that r<=d^N, or N>=Log base d of r. The number of outcomes, d^N, is 'X'. (you can use a larger N if you wish)
2. Determine the unique number rolled Y;
Y=D1 + d*(D2-1) + d^2*(D3-1) + d^3*(D4-1) + d^4(D5-1) ... etc.
(generally y=1, for each Dx: Y+=d^x*(Dx-1) )
This number is unique for the set of dice we're using, so we have even distribution. Note that 1<=Y<=X.
3. Determine the range of numbers that are usable/unusable to keep even distribution. The increment, I, is the whole number of X/r; the remainder is our unusable space, U.
4. For every increment I our Y is, add one to A. The U highest numbers result in a reroll. (Simply, if Y<=X-U, A=RoundDown(Y/I), otherwise reroll) We have an answer! It's just not remotely elegant...
5. (epilogue) To minimize the number of rerolls, we want to minimize U; in step 1, instead of finding the minimum N, consider minimizing D^N%R against the difference between the current and minimum N. (% 'modulus' is remainder)

Let's do some examples:

Our example:
Die size 12 rolling between one and 12, for numbers between 1 and 13
D=12, d = 12, r = 13.
1. 13<=12^2=144; N=2, X=144
2. D1=3, D2=6; so Y=3+12*(6-1)=3+12*5=3+60=63=Y.
3. 144/13 rounded down is 11=I, remainder U=1
4. so D1=12, D2=12 needs rerolled, and each 11 possibilities we increment 1. Our Answer, A, if not {12,12}, =RoundDown((D1+12*(d2-1))/11) That's terribly complicated though!
5. U is 1, we are already optimized
For two dice, we can easily make a table, note patterns, and extrapolate. In this case, I noticed we had the D1 +1s showing up for each possibly in D1. I therefore moved the increments to the top of each column, and simplified the formula.

Die size 3 rolling between one and 3, for number between 1 and 13
D=3, d=3, r=13.
1.13<3^3; N=3, X=27
2. D1=2, D2=3, D3=1; so Y=2+3*(3-1)+3^2*(1-1)=2+3*2+3^2*0=2+3*2+9*0=2+6=8=Y
3. 27/13 rounded down is 2=I, remainder U=1
4. So if {3,3,3} reroll, otherwise A=RoundDown(Y=D1+3*(D2-1)+3^2*(D3-1)

Let's do an actual useful application; maybe you're a barbarian wielding a greataxe, and got to session without a d12. You can avoid the bell curve of 2d6 using 2d6 by:
1. roll 2d6
2. divide D2 by 3, round up; A= d1*d2.
There are numerous ways to solve the above problem, and making a table help identify solutions.

Let me know if you have any questions.


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Rather than continuing to come out with more and more classes, a core rewrite called Pathfinder 1.2 or something that's broken into a few volumes would be helpful, each with updated content for full understand-ability and reasonable power re-balance. Basically a re-organised re-release that's a chance to update, and give the once-over to everything released so far.
-Book I: Starting and Races
Starting themes/Ability scores/Sheets (character, race, ect)
Everything races, every race, race builder(make breath weapons not suck), ect.
-Book II: Classes
Every class, every relevant archetype and alternate class. Looking at you unchained ninja, vivisectionist, Titan mauler, ect.
prestige classes(a good sampling w/updates)
-Book III: Backgrounds, Skills and Feats
Skills (including background skills)
Background generator and traits
Feats, my god the feats
-Book IV:
How combat works, Every action that can be taken in combat, examples of play
General Rules
Alternate rules
-Book V:
Equipment: Update of ultimate equipment
-Book VI:
Spells

The GM guide and Bestiaries probably don't need re-releases, but hey, why not?

Basically it would be nice to have new Hard copies/pdfs that were less spread out that were rules updates. Not looking for 5e oversimplification.

Edit: Took too long typing that. Basically what Cyrad said, but more than core.


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We've got a house rule when it comes to Rogue genius game's content (linked). Basically, pick a starting class, give up one archetype of abilities, and take another from a different class. Not all combinations are even (i.e. ranger giving up woodland spellcaster and picking up fighter's battle master), but its a good starting point. We have more than a few custom hybrids based on this.
Edit: To be more clear, look at their content, it shows rough equivalence between classes.


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A few of the players from my group love Kami, and this looks pretty balanced, with the possible exception of the 20th level capstone ability. You just spawned at least one character, so thank you.


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The idea itself of a temple being able to 'tpk' total party kill, can breathe life back into a stale group, letting your players know that they can definitely die. The important part here is can; having a rigged die, impossible puzzle or unfair trap set without warning is cheating. The most you should really be able to do is give hard, fair encounters, with fair loot, according to:

Rules: (as raw from memory, feel free to disregard)
1. It's unfair to have a meaningful for combat curse with no save befall the heroes; there's always a 5% chance, and even then that's pretty unfair. Having a curse that does not effect combat statistics is okay.
2. Party encounters;
At least half the encounters per day must be the APL, unless you have very few encounters.
The highest boss encounter you can give is APL+3, or its cheating.
You can't add more than 2 templates either, and they must be different, or its cheating.
Too many small CR enemies in an encounter at lower levels is cheating.
High DR at low levels is cheating. (no cacodaemons)
Bad loot generation is cheating.

Having too many encounters without 8 hours rest is cheating (not to say you can't challenge your pc's or interrupt their rest, but it counts towards the previous day's encounters)

Start with 8-13 encounter points; for every 1 an encounter is above the average party level, it doubles; so an apl+1 is 2 points, +2 is 4 points, +3 is 8 points. APL-1 encounters count as 2/3 or an encounter.

These are some good baseline rules if your intent is to challenge your players and make sure there's a chance for death. I think you REALLY need to read the gamemastery guide, as your short want of a 'party killer' is in itself flawed.


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While Lincoln hills is correct in that the decision is ultimately your DM's, judging from the picture found on 234 of the advanced race guide, the Trox personifies "non-humanoid" in so much that double seems reasonable. Armor that: 1. stays on while burrowed while not permitting excessive earthen buildup 2.that also fits on grabbing appendages is likely costly to manufacture and fit; imagine making four little pauldrons for the grabby hands, or trying to cover the burrowing back plating in the picture. Even if you left the grabby hands out, the back plates are what kills the pricing; I'd say that double normal is generous.

The Gargoyle, on the other hand, I would give the benefit of the doubt; there is certainly a cost associated with allowing wings through armor, but it is not a double kind of cost.

If the race's concept was player, and not Piazo, based, there would be more of a call to make, but if you accept Illustrations as RAW, there's little hope I'm afraid; unless your DM just cuts you a break, which would be nice.