Stop trying to prove Jack Chick right you weirdos

Don’t take this too personally, but I’m convinced 95% of people shouldn’t bother voicing their opinions when dealing with people who argue in bad faith, because even when they are right they’ll bungle the point, and that’s worse than just keeping silent. Look at this nonsense from the dark corners of gaming social media:

Evil Hat Productions has been on a roll lately (just look at their ratios!) but even when they are clearly and obtuselly wrong, people still manage to bungle what should be a simple counterargument.

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A short note on the literary offenses of modern writing

As many of you who follow this blog, I came across this yesterday. Naturally, the general objection was about calling out a dead man while profiting from his name and all that.

(click on the tweet to see the image and see what I’m talking about)

Well, sure, but before my mind was even able to process that, what struck me the most was how uncomfortably written the entire thing is (or, at least, the first paragraph.) And I don’t mean typos, grammar errors, and such, but something that is deeper and harder to explain but is quintaessentially modern.

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Level Inflation is a disease even clerics can’t cure.

I recently read a Twitter conversation about high-level cleric characters in D&D and their effects on the game, and I thought about writing something on that. But as usually happens, I can’t tell the difference between things I have already written or just things I have thought about, because as it turns out, I already had a post about this very same thing. But it was in my drafts folder, from July of 2016, unpublished. For reference, this is the tweet that triggered memories of that three-year-old dusty draft:

So here it is, with some minor variations, the post I wanted to write three years ago but never did for some reason:

Continue reading “Level Inflation is a disease even clerics can’t cure.”

Armor as a weapon

Originally, in this post, I explained a small modification to the known AC system used in D&D up to advanced second edition. My goal was to reintroduce something that was lost when the game migrated from wargaming to RPG, but then, as a final afterthought, I made some calculations and discovered that, well, my changes made little (although not insignificant) difference. Preceding a post with a disclaimer like “what you are going to read may not be as useful as it seems” is probably not the best hook, but I still believe there are a few interesting bits here and I may also have unwillingly solved an ancient argument about AC vs. damage reduction that sometimes still rises from its grave (spoiler: there is surprisingly little difference in the long run unless you make a completely different system from scratch.) Besides, I’m a believer in the idea of publishing negative results, even if they are not as eye-catching as positive ones.

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You are not doing it wrong, but change it anyway: injuries and healing spells in D&D

I wrote this post yesterday, but for some reason, the auto-save function isn’t working, which means I had to write it – again.

Long story short, this is the second part of a well-received post I wrote a long time ago about how to interpret Hit Points in D&D (or similar games) in light of the literature that inspired it. The basic idea was that Hit Points shouldn’t be understood as an absolute value, at least if you want to “visualize” or describe what is happening when character lose hit points. By the way, this is not an esoteric interpretation because even the gamey 3.5 edition acknowledges that:

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A Vancian-inspired (re)interpretation of magic-users and heathen idol-worshippers (i.e. clerics)

You are playing some old skool D&D with your friends and decide that you want to play a magic-user. The DM tells you that level 1 magic-users can only cast one spell per day and, to add injury to the insult, “your starting spells are chosen at random.

You start sweating profusely, but being a hardcore masochist, you accept the ruling and allow Eris, Princess of Chaos and Dice-Rolling, to decide that your magic-user knows three spells (plus Read Magic) of astounding power: Detect Magic, Light, and Magic Missile. Unfortunately, your DM is an ass and does not even know that Light can be used to blind enemies, and, to make things worse, he also uses some weird rule for Magic Missile (1d6+1 of damage, but an attack roll is needed.) In practical terms, that means the destructive power of your character is similar to being able to shoot a single arrow each day. 10 years at the Magic University for this?!

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