Thursday, April 6, 2017

Ambiguity

A couple decades ago, Richard Heuer wrote a book for the CIA to help improve the quality of their analysis. In chapter two (available online here) he mentions an interesting fact about a certain drawing:


"The right-hand drawing in the top row, when viewed alone, has equal chances of being perceived as a man or a woman. When test subjects are shown the entire series of drawings one by one, their perception of this intermediate drawing is biased according to which end of the series they started from. Test subjects who start by viewing a picture that is clearly a man are biased in favor of continuing to see a man long after an "objective observer" (for example, an observer who has seen only a single picture) recognizes that the man is now a woman. Similarly, test subjects who start at the woman end of the series are biased in favor of continuing to see a woman. Once an observer has formed an image--that is, once he or she has developed a mind-set or expectation concerning the phenomenon being observed--this conditions future perceptions of that phenomenon."

This in a nutshell is American journalism today. Reporters who started off with one set of beliefs--that they were in the process of viewing one disaster--are completely blind to the evidence that's actually coming out, indicating a quite different disaster is actually occurring. (Details of which scandal/disaster aren't important to my point.) This is why CNN/MSNBC and Fox News almost seem to be reporting from completely different universes right now; it's not that they're malicious or actively conspiring to lie--they just started at different ends of the series of drawings, and they're not fighting to overcome their biases and see the picture with fresh eyes. They're not evil; they're just not any brighter about their own psychology than the average intelligence analyst.

It is however possible to do much, much better than the average, if you work hard at intellectual honesty. That's what real science is about.

~B.C.

P.S. The Joseph Smith quote in my .sig seems relevant. "Shall I bear them down? No." etc. Note to self: try to be patient with people when they're seeing a different picture than you.

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Thursday, March 2, 2017

CO2 trends vs temperature

I mentioned to a friend on Facebook that global temperatures have mostly levelled off compared to CO2, and he got confused and gave me a link to a claim that January 2017 was the "third-warmest January on record." That's not what I'm talking about. What I'm talking about is the fact that we've done NOTHING substantive to reduce CO2 outputs, so total atmospheric CO2 continues to climb approximately linearly--but temperatures basically stopped rising around the year 2000.

It seems like an important fact to be aware of for anyone who wants to understand global warming.

You see how the gap between the red line and the blue line keeps growing after the year 2000 or so? It's hard to know for sure, but possibly that's because physics says that adding more CO2 to an atmosphere has diminishing returns: CO2 captures energy in certain bands, but at a certain point it's already capturing pretty much all of the energy and after that point more CO2 doesn't matter--except of course that if CO2 concentrations get a few thousand times higher it will kill you from CO2 poisoning. (You can die from oxygen poisoning too, but IIRC CO2 is lethal in lesser concentrations. "The dose makes the poison" as they say--almost anything can kill you if you have too much of it.)




(http://www.climate4you.com/images/MSU%20UAH%20GlobalMonthlyTempSince1979%20AndCO2.gif)

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Friday, February 24, 2017

More on 5E Mass Combat

Contrary to what I'd previously believed, the CR table is surprisingly linear. Between 1st and 20th level, 1 point of CR pretty much gains you 15 HP and 6 points of damage. Between 21st and 30th levels (inclusive), the rate of gain triples: 45 HP and 18 points of damage. CR 1 has about 5x the HP and 2x the offensive power of a typical CR "step" (but of course, most CR 1 creatures in the MM are not actually as tough as that table predicts). That means that all of the non-linearity after CR 1 comes from gains to-hit and AC, which kind of offsets the early stat HP/damage boost that comes before CR 1. Linear is good for mass combat because if you sum a linear measure, you can be pretty sure the result will come out close to your actual result.

I'm still running sims to find a BR measure that is plausible to me. So far, it seems roughly plausible to assign BR = CR for CR between 1 and 20.

Data points: purely by the numbers, a Marilith can take on 20 orcs, just barely, but loses pretty badly to 21. A Githyanki Knight can take on 6 orcs, about 70% of the time, but loses about 60% of the time to 7, and it's hopeless against 8. (In a real fight these differences would be less extreme because terrain and tactics come into play, but we're just talking pure numbers here, which is what mass combat is all about.) A pit fiend handily beats 30 orcs reliably (10/10) but loses reliably to 35 (9/10); the tipping point seems to be about 32. (Pit fiend winds 50% of the time against 32 orcs.)

So, I think you wouldn't go far wrong to start off saying that BR = CR (in conjunction with some set of rules that's better than the UA rules, e.g. http://bluishcertainty.blogspot.com/2017/02/mass-combat-rules-revision-to-unearthed.html), with CR 1/2 counting as BR 2/3 and CR 1/4 counting as BR 1/3, and anything over CR 20 counting as perhaps BR 20 + 3 * (amount over 20), so CR 30 is BR 50. Then the DM can adjust things on the fly as needed, e.g. he can say that an ancient red dragon (BR 32) against 300 orcs (BR 200) counts as BR 320 for offensive purposes because its breath weapon scales so well against massed targets--so the ancient red's commander just needs to find some kobold or goblin meat shields to soak up orc javelins while the ancient red annihilates the orcs, and he'll be able to win. Similarly, a DM might reasonably rule that Ogres are not BR 2, they are only BR 1, barely better than orcs. (He might also downgrade them to CR 1 as well, but that's a separate conversation.)

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Tuesday, February 21, 2017

Mass Combat rules (revision to Unearthed Arcana system)


(1) Every mass combat turn takes 10 minutes, not 1 minute. (This is an aesthetic choice to make battles feel right; choose a different timeframe if you prefer.)

(2) Use everybody declares/everybody acts resolution, like BattleTech or AD&D, instead of turn-by-turn resolution. This is important for resolving battles.

(3) There is no Attack action, only a Fight action. When a unit Fights another unit, both of them are fighting and either one can take damage. See below.

(4) Resolve movement before resolving Fights. You don't need to Disengage unless you were already adjacent to the enemy at the beginning of your turn (during action declaration).

(5) When a fight occurs, you total up the BR of all allies involved in the Fight on each side, and roll [B]3d6 * (BR/100[/B], not rounded). The enemy units in the fight must lose that many BR--the enemy commander(s)/players can allocate the losses wherever they chose. Whoever loses the most BR is the loser and must make a morale check or disband and be destroyed. There is a cumulative -1 penalty to the morale check for every 5% casualties the unit has taken. 

Example: If 200 BR of dwarves are Fighting 300 BR of Yetis while 150 BR of elven archers fires arrows at the Yetis, the dwarves and the elves roll 3d6 * 350 and the Yetis roll 3d6 * 300. If the elves and dwarves roll 11 and the Yetis roll a 12, then Yetis lose (11 * 3.5) = 38.5 BR, rounded down per usual 5E rules to 38. The elves and the dwarves lose 12 * 3 = 36 BR, which the dwarven commander allocates to the dwarves (because that makes sense, since the elves aren't in the melee and Yetis don't have spears). The DM is playing the Yeti commander and allocates all 38 BR to the Yetis. Since the Yetis took more BR damage, the elves and the dwarves win the field, and the Yetis must make a DC 10 morale check at -2 (they've taken 12% casualties) or be disbanded. The DM rules that the Yetis are normally Stalwart (+4), so the Yetis roll at +2 total. They roll a natural 14, for a total of 16, and remain intact. The Yetis and the dwarves will continue to fight next turn.


--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Sunday, January 29, 2017

5E old-school multiclassing rules

Old-school Multiclassing in 5E: rule variant

Remarks on game balance: with this variation, you gain some potential synergies that in some ways make a fighter/mage more powerful than a fighter and a mage working together. For instance, you can wear heavy armor and cast a Blur spell and Shield when hit, which is more than twice as good as either heavy armor or Shield + Blur spells by itself. But despite "costing" as much XP as a fighter and a mage put together, you're more fragile (fewer HP) than a fighter and a mage working together, you do less damage (get half as many attacks), and your attributes are spread thinner because you're only getting half as many ASIs to boost both your spells (Intelligence) and your fighting (Dexterity or Strength). It's an open question whether a party of multi-classed PCs is stronger or weaker in practice than a similar XP total PCs using standard PHB multiclassing, but at least it's less fiddly, and you won't have to worry about 2-level warlock "dips" and sorlocks! ~Max

Rule 0.) For purposes of this discussion and for historical reasons, 5E PHB-style multiclassing will be referred to as "dual-classing" and this proposal will be referred to as "multi-classing". Where ambiguity exists, this proposal may be referred to as "concurrent multiclassing" or "old-school multiclassing" to resolve the ambiguity.

Rule 1.) Dual-classing and multiclassing are mutually exclusive and must be decided at character creation time. You cannot dual-class and multi-class with the same character. Some DMs may wish to impose additional restrictions, e.g. only humans can dual-class and only demihumans can multi-class, or perhaps only certain multiclass combinations are available (e.g. paladin/warlock/rogue may not be an option). Do what works for your campaign.

Rule 2.) When you multi-class, you may have either two or three classes. You split your experience among them evenly and level them up simultaneously.

Example: John is a 1st level fighter/rogue. He earns 300 XP from adventuring, which gives him 150 XP as a fighter and 150 XP as a rogue. Since he needs 300 XP to reach 2nd level and has only 150, he does not level up until he gains another 150 XP in each class.

Rule 3.)
You must meet the same ability score prerequisites as a dual-classed character, using the usual PHB table for multi-classing ability score prerequisites.

Rule 4.) At first level, you may take the best HP, armor and weapon proficiencies of all of your classes. You may select one of your classes from which to gain saving throw proficiencies--you do not gain all saving throws from all of your classes.

Example: Rupert is a 10th level Hunter/Battlemaster/Illusionist. Because Battlemasters are proficient in all weapons and armor, Rupert is too. Because Hunters and Battlemasters both have d10 (6), Rupert does too, even though Illusionists have only d6 (4). When he goes up to 11th level, Rupert will gain d10 (6) HP plus his Con bonus. Rupert is proficient in Strength and Constitution saves because he chose at first level to take his saving throws from his Fighter class.

Rule 5.)
Class features with the same name may only be gained once. For purposes of this rule, "Nth level ASI" is considered a distinct feature. Spellcasting is an exception (see rule 6).

Example: Rupert is a 10th level Hunter/Battlemaster/Illusionist. He has one fighting style (Archery) chosen as a fighter at first level; he has earned 3 ASIs so far at levels 4, 6 (as a fighter), and 8.

Rule 6.)
Spellcasting is tracked separately for each class. You cannot mix and match spell slots or spell points between classes unless they are the same type of spellcasting, i.e. come from the same class spell list. (So basically, Arcane Tricksters and Eldritch Knights are cumulative with wizards.)

Example: As a 10th level Hunter/Battlemaster/Illusionist, Rupert has 4/3/2 slots for Ranger spells (or 27 spell points by DMG spell point rules) and 4/3/3/3/2 slots for wizard spells (or 64 spell points). Wizard spell points/slots cannot be spent on ranger spells, and vice versa.

Example: Rupert's friend Durk Dursley is a 10th level Eldritch Knight/Abjuror. Durk has 4/2 wizard spell slots (17 spell points) as an Eldritch Knight and 4/3/3/3/2 wizard slots (64 spell points) as an Abjuror, which means he has a total of 6/5/3/3/2 (81 spell points) wizard spell slots (spell points) to spend on any wizard spells he knows as an Eldritch Knight or has prepared as an Abjuror.

Note: when Rupert's single-classed friend Olaf the Stout is a 17th level wizard with 240,000 XP and 107 spell points with access to 9th level wizard spells, Rupert will still be 10th level with 80,000 XP in each class and 91 total spell points with access to 3rd level ranger spells and 5th level wizard spells.


--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Thursday, January 26, 2017

5E: Trap Gremlins

IMC, that's why I created Trap Gremlins. Their one purpose in life is to create nasty-but-theoretically-solvable traps exactly like the ones which amuse evil DMs everywhere; more powerful Trap Gremlins create more creative and more deadly traps; various rituals can attract or even summon Trap Gremlins of varying strength, e.g. leaving junk food out after midnight may attract a few weak Trap Gremlins into your kitchen, but leaving a gigantic golden idol unattended in a stone chamber is almost guaranteed to attract a powerful Trap Gremlin, especially if you trace a pentagram around the idol made out of honey mixed with your own blood.

Therefore, a relatively cheap and easy way to create defenses is to perform rituals which summon powerful Trap Gremlins. True, it is less effective than setting a genuine, secure, deadly trap like dozens of Symbol of Death spells layered on top of each other... but it's also cheaper, quicker, and easier. Besides, you can always use both kinds of traps for really important stuff.

A Trap Gremlin can transform into the shape of an inanimate object, and when you fall victim to a trap, you may often hear a high-pitched giggling. However, disarming a gremlin's trap causes the gremlin to explode as if it were a soda can full of ugly green goop being squashed by a giant hammer, no matter what shape the gremlin is currently in, so if you solve a puzzle guarding a door and the barrel next to the door explodes into green slime, you have probably just slain a Trap Gremlin. (This is also why disarming traps often grants kill XP.)

TL;DR I invented a monster to explain why dungeons are full of traps that are amusing (to the DM) instead of lethal.

Read more: http://www.enworld.org/forum/showthread.php?519194-UA-and-depth-of-complexity/page7#ixzz4Wukwxsrg


--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Wednesday, January 25, 2017

Extending DNA with new codons?

This is quite interesting. There are some organisms in the wild that interpret DNA differently than humans do (kind of like running Apple IIe software on a PC--the same DNA produces slightly different proteins depending on what organism interprets it) but in this case they've managed to engineer a couple of extra possibilities. It's like going from binary to base three.

How interesting this is depends on how it affects the universe of possible proteins you can code, among other things. I don't know if this is significant. But I do definitely find this interesting.

http://www.sciencealert.com/new-organisms-have-been-formed-using-the-first-ever-6-letter-genetic-code

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

5E equipment cards

[RE: spell cards]

Equipment cards aren't a bad idea either, especially for new players. Have one card that says, "Here's a 50' rope. You can tie it to things to climb down holes, use it to clothesline horsemen, tie up bad guys, etc." 

Another one says, "This is a bad of spiky caltrops, shaped like jumping jacks straight from the pits of Mordor. If you scatter these on the ground, anyone who runs over them without slowing down may wind up injuring his feet. (DC 15 Dexterity check if not moving at half-speed; on a failure, take 1 HP of damage, lose rest of movement for this turn, and speed goes down by 10' until you heal at least 1 HP.) You can use them to run away or set up a trap." 

"This is a torch. It allows you to see well out to 20' (eliminating Perception penalties and combat penalties), and dimly out to 40' (eliminating combat penalties only) and it lasts for an hour; but things in the darkness can see you coming or even smell your torch burning."

"This is a horse. It has trouble squeezing through tight places (needs at least 5' wide corridors to move through at half speed, or 10' wide for full speed) but you can ride it to gain free movement: 60' of movement plus a Disengage or Dash that doesn't cost your own action. The horse has AC 11 and 19 HP and can be killed. It eats twice as much food and drinks three times as much water as a human [AFB so I just made that up -Hemlock]."

"This is a jar of oil. If you spend an action to dump it on the ground and light it on fire, it burns for two rounds in a 5' diameter puddle, dealing 5 points of fire damage to anything that passes through it. It weighs 2 lb. [AFB] and costs 2 sp to refill."

"This is a net. As an action, you can make an attack roll to throw it up to 15' at anto tie it up, preventing it from moving and making it easier to hit, and making it harder for it to hit anyone else. If you are proficient in Martial weapons you gain your proficiency bonus on the net's attack roll; barring special circumstances, the attack roll will always be made at disadvantage; the net cannot be used against a Huge or Gargantuan enemy; it is possible for an enemy to throw off the net with an action or to cut its way through with an slashing weapon. It weighs 1 lb. and costs 1 sp."

"This is a bear trap..." Etc. 

Those can be just as valuable as spell cards for new players.

Read more: http://www.enworld.org/forum/showthread.php?518933-What-happened-to-one-off-games/page2#ixzz4Woctsp10


--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Tuesday, January 24, 2017

Resolution

Oh, look, right on cue: a Democrat is no longer President, and suddenly the NYT notices the deficit again. Because the $9.35 trillion that Obama added in eight years is obviously TOTALLY different than the next ten trillion. Just don't expect them to mention the deficit again when it comes to covering people trying to do something to actually reduce it. No, at that point, the NYT will be back to moaning about all the projects that don't get funding and all the infrastructure that is slowly degrading under not-enough-funding.

Hereby resolved: if you see me talking about politics again any time in the rest of 2017, please kick me in the shins and remind me to instead do something productive or fun with good people. Let the spiritually dead and intellectually bankrupt bury their dead. I cannot save them.

-M.

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Monday, January 16, 2017

Martin Luther King Day

Evil may so shape events that Caesar will occupy a palace and Christ a cross, but that same Christ arose and split history into A.D. and B.C., so that even the life of Caesar must be dated by his name. Yes, "the arc of the moral universe is long, but it bends toward justice." There is something in the universe which justifies William Cullen Bryant in saying, "Truth crushed to earth will rise again."

~Dr. Martin Luther King, Jr.

--

If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Wednesday, January 11, 2017

Fatherhood and motherhood: a definition

I was talking with K. about my daughter, and about how having daughters is a new experience for me because I've only ever had sisters before. And I feel like explaining my definitions for relationships because you can't understand how I feel about my kids without knowing how I think about fatherhood.

Okay, first thing. Fundamentally, "Man was also in the beginning with God. Intelligence, or the light of truth, was not created or made, neither indeed can be." (D&C 93:29) That is, I don't think fatherhood or motherhood is fundamentally rooted in an act of creation ex nihilo ("the people who made you exist"), because the gospel tells us that there is no creation ex nihilo. This is true for earthly parents ("I lived in Heaven a long time ago, it is true") and even for spiritual parents. So what is a father or a mother?

My working definitions are these:

Parent (father or mother): someone from whom you will inherit traits. Someone you will grow up to resemble. In a spiritual sense, Heavenly Father is and always has been willing to be our Father in every sense, but some people (like Cain) choose Satan for their Father and inherit what Satan has and is (nothing) instead of what the Father has and is (everything). Hence they are called the "sons [and daughters] of Perdition [which means 'loss']."

Siblings (brother or sister): someone who shares one or more parents with you. Can also be used metaphorically for those for whom you feel an inbuilt kinship, a sense that you have similarities, whether or not there is an identifiable parent in common from whom you both inherit those similarities.

Friends: people with whom you get along well, but who aren't necessarily headed to the same metaphorical destination you are. They're growing up to be someone else.

Family Pets: adorable creatures who are to be appreciated for their own sake and treated kindly, but aren't expected to inherit anything.

Children (sons and daughters): someone whom you intend to inherit from you. Someone whom you're trying to help become more like you. From this angle, there is nothing weird about the fact that Jesus Christ, for example, sometimes refers to us as his children even though we usually think of him primarily as an eldest brother. He has a paternal interest in us by virtue of wanting us to follow in his footsteps (which were also his and our Father's footsteps before him). But I think he doesn't mind at all if we think of him as a brother and not our father.

Spouse (husband or wife): this is kind of a special relationship because you're sort of mutually inheriting traits from each other as you jointly develop towards your ultimate metaphorical destination. Your spouse's role is neither to be an influencer (like a parent) nor an influencee (like a child, though of course it's not strictly one-way), but sort of both at the same time. Choose your spouse as carefully as you once chose your parents.

-Max

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Tuesday, January 3, 2017

On Admitting Ignorance and Asking Questions

From another discussion:

How Admitting Ignorance Might Have Prevented A Nuclear Holocaust.

Excerpt from Essence of Decision: Explaining the Cuban Missile Crisis

Most accounts of the missile crisis attempt to answer the central questions by comparing competing hypotheses, examining specific details of the deployment of missiles in Cuba or the blockade for clues to governments' goals and intentions. On the assumption that actors do what they intended, the details of actions taken and comparisons of the costs and benefits of the different options provide evidence about intent. Yet despite the best efforts in analyzing the behavior of the Soviet and American governments in this case, including our Chapter 2, anomalies and inconsistencies abound; "inexplicables" invite attention through the lens of organizational behavior.

As a point of departure consider the troublesome Jupiter IRBM missiles (15 in all) deployed to Turkey under Turkish control, along with their nuclear warheads, which would remain under U.S. control. Originally a highly publicized gesture of reassurance to allies fearful of the Soviet ballistic missiles being fielded in the late 1950s, the crude liquid-fueled Jupiters, along with F-100 fighter-bomber aircraft and their nuclear bombs, were by 1962 part of NATO's plans for defending Europe, specifically the eastern flank—namely Turkey. These pieces on the chessboard greatly complicated the challenge President Kennedy faced in managing a confrontation with the Soviet Union over Cuba.

Unraveling the more important threads of this story requires entry into the arcane world of military acronyms or, as a colleague has named it, "acronymphomania." The term refers to the practice prevalent in Washington, especially in the Pentagon, of using acronyms that many participants in discussions do not understand but are afraid to ask about lest they expose their ignorance. In the case of Turkey, the most important acronyms were: EDP and QRA. These stand for: Emergency (or European) Defense Plan and Quick Reaction Alert.

A vignette from the tapes of the missile crisis deliberations captures Kennedy as he discovers EDP. On October 21, in one of the few direct presidential orders of those two weeks, he dictates that a special order be sent to Turkey giving commanders explicit instructions. They should not fire their nuclear weapons, even if they were attacked, unless and until they had a direct order from the White House. At the meeting on the morning of October 22, the Deputy Secretary of Defense reports that the Joint Chiefs of Staff object to sending out such a special order and thus that none had been sent.

Kennedy repeats his instruction: "We may be attacking the Cubans, and a reprisal might come. We don't want these nuclear warheads firing without our knowing about it." Assistant Secretary of Defense Paul Nitze responds, explaining that the Chiefs thought such a special instruction "compromises their standing instructions." Eager to avoid conflict between the President and the Chiefs, Bundy and Taylor attempt to move the conversation along, observing that a reminder to commanders to be sure to check their standing instructions requiring presidential authorization for the use of nuclear weapons should suffice.

But then Nitze let the cat out of the bag. "They [the Joint Chiefs of Staff] did come back with another point, and that is: NATO strategic contact requires the immediate execution of EDP in such events." Many participants undoubtedly wondered: what do "strategic contact" or "EDP" mean? In most discussions, however, that much acronymphomania, especially from authorities who presumably know what they are doing, would strangle questions.

Not with President Kennedy, who persists: "What's EDP?" Nitze replies, "The European Defense Plan, which is nuclear war. So that means . . ." Kennedy interrupts, "Now, that's why we ordered that [special instruction] on that."

Backpedaling, Nitze tried to explain that the standing order did require presidential authorization. Yet Kennedy pushed to the deeper point. "They [in Turkey] don't know . . . what we know," he said. "And therefore they don't realize the chance there will be a spot reprisal. And what we've got to do is make sure these fellows do know, so that they don't fire them off and put the United States under attack. I don't think we ought to accept the Chiefs' word on that one, Paul."

Recognizing that he has dug himself into a hole, Nitze tries to stop and move on: "I've got your point and we're going to get to that." The Cabinet Room erupts in laughter. But sensing the president's skepticism, Bundy says, "Send me the documents, and I will show them to a doubting master." More laughter. In the end, an hour later, the instruction Kennedy wanted was sent. It said unambiguously, "make certain that the Jupiters in Turkey and Italy will not be fired without specific authorization from the President. In the event of an attack, either nuclear or non-nuclear . . . U.S. custodians are to destroy or make inoperable the weapons if any attempt is made to fire them." The instructions were kept secret from the Turks, Italians, and other NATO allies.

Kennedy's caution was well founded. While Nitze and the Chiefs were certainly right that presidential authorization was legally required in order to authorize any use of U.S. nuclear weapons, all—including Kennedy—knew that the president had, by earlier order, delegated some of this authority to NATO entities in the event of attack. There were at least two reasons for such predelegation. The first was that a Soviet nuclear attack might well kill the president and other leaders before they could issue orders for retaliation. So to keep the Soviets from being tempted by this scenario, launch authority was delegated in advance if such a contingency occurred. (Presumably, the Soviets should know about the arrangement, although it is not clear anyone told them.) The second reason for predelegation was that some allied governments, such as Germany, sought proof that all NATO nuclear weapons would be used under certain predetermined conditions, so that Soviet attack would be deterred by a more automatic response that left little to chance or whims of an American president. To address the first concern the Eisenhower administration had predelegated its nuclear use authority "in the event of a nuclear attack upon the United States," authenticated as such if possible. To address the second, Eisenhower had predelegated the authority to use nuclear weapons for the defense of U.S. forces based overseas if there was "grave necessity," subject to required consultation with allies.

Don't ever be afraid to admit that you don't know something. Some day, it could save the entire world from annihilation.

-Max



--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Monday, January 2, 2017

Simultaneous initiative in 5E

Simultaneous initiative

From another thread:

Originally Posted by Hemlock 
I abandoned cyclic initiative almost as soon as I started running my own 5E games; you don't need to roll initiative every round at all. You only need to roll initiative when something happens that puts the order of actions front and center, e.g. when two people have a Readied Action on the same trigger (Nox: "as soon as the lights turn on I'll cast Hold Person on the githyanki!"; Githyanki: "as soon as the lights turn on I'll run over and kill Nox!") or when their actions are mutually exclusive (Neogi Wizard: "I cast Fireball on Nox"; Nox: "I duck behind total cover").

In all other situations, initiative for the round is irrelevant and can be ignored, although some players like to roll it anyway and resolve things in initiative order instead of going around and resolving in table order (e.g. counterclockwise around the table). For large combats (eight or more combatants) I often have players roll initiative to keep it simpler, but for combats with only a few key players like the aforementioned gladiatorial combat against an ogre, you can totally ignore initiative unless there happens to be a round where both the ogre and the PC barbarian get in killing blows (which didn't happen), in which case you need to roll initiative to see who goes first.

Cyclic initiative (each player declares and then acts on his own turn during a fixed initiative cycle) is the wrong solution to the "too much rolling initiative" problem. The right solution is to just roll initiative as-needed instead of constantly.

[Again, the key problem with cyclic initiative is the way it forces 50-80% of the players into inactivity when it's not "their turn," though there are other problems too like how it confuses people when they run scenarios involving surprise or hidden combatants. But the main problem is that cyclic initiative creates a notion of "turn" which is distinct from "round" and then forces players not to participate in other peoples' turns.]
Response:

Originally Posted by CapnZapp
Sorry, you've lost me. 

Let's take a quick example. Four heroes on a cart are ambushed by half a dozen goblins hiding behind some bushes up the road. Let's not focus on the ambush rules for this. I just would like you to explain how you run the combat. 

There are four PCs and six monsters. A very commonplace and ordinary combat, wouldn't you say?

I get that each player is asked to declare his action. But where does the time savings come in? Do you have each player resolve his action by himself, once you've determined that there are nothing stopping that action from happening?

And do you always assume a PC acts before the goblin (or goblins) that he's attacking and attacked by?

Or what?

(On second thought, perhaps it would be best if you replied in a new thread, but I leave that decision up to you)
Ambushes don't add much complexity, so let's leave the ambush part in there.

The basic rules I use are pretty simple: declare actions in order of Int (lowest to highest) to represent that quicker thinking gives you a shorter OODA loop; all turns occur simultaneously, but actions within a round/turn sometimes need to roll initiative to find out which one goes first; some actions (like Dodge, or maintaining a held action) are considered whole-round activities instead of events within a round, and so they automatically win initiative contests; you can delay your action until everyone else commits to an action, but that makes you automatically lose all initiative contests. (Essentially, you declare Delay as your action, and then you get to declare a new action after everyone else goes.)

So in this case, four heroes are on a cart, and the goblins have all rolled high stealth and won't be detected. The heroes are alert and won't be "surprised", but they do lose initiative automatically (as if they had all implicitly declared Delay, which is the default action).

DM: as you're riding along past a hill past a narrow spot in the road, six arrows suddenly arc in towards you. [Rolls dice] Vlad, you catch a glimpse of a goblin's grinning face in the bushes here right before his arrow hits you for 8 points of damage.

Vlad: can I Shield? 

DM: it's only a 14, and I think you would have been alert for possible trouble and aren't surprised, so okay, you Shield. Lose 2 spell points instead of 8 HP. Cranduin, you're hit once too for 4 points of damage; two other arrows clang off your armor. Jack, you got lucky--two arrows were aimed at you but they both missed. There's a brief rustling noise and you lose track of the goblins' whereabouts--they're somewhere within the brush but you're not sure where.

Eladriel (Shadow Monk): guys, let me check this out. I'm hopping out of the cart and making a sweep through the bushes.

Vlad: okay, we'll Delay until she checks it. [Cranduin and Jack nod assent]

DM: El, roll your Wisdom (Perception) check to see if you spot the goblins.

El: 9. [wince]

DM: You don't see anything.

Jack: I'm granting her Bardic Inspiration, and then I'm going to duck down too behind cover and Hide. [starts to roll dice--DM sees it and doesn't stop him because it doesn't look like anyone else is going to declare, and besides the goblins have already gone] 25!

Vlad: I'm going to stop the wagon and crouch down for partial cover behind the edge of the wagon, and Ready a Chill Touch for the first goblin that I see.

Cranduin: I'm going to hop out of the wagon too, to give Vlad some extra cover, and put on my shield and draw my longsword.

DM: Okay, you all do that. Next round. The goblins have all made their action decisions, but since you can't see them I'm not going to tell you what they are, though I suspect you can guess.

Vlad: still holding my Eldritch Blast.

El: Delay.

Cranduin: I'm going to Ready myself to charge over and attack the first goblin who shows his face.

DM: Okay, you'll be ready to attack the first goblin who breaks cover, as long as he is within your 30' movement range.

Jack: I'm still hidden for now, so I'll Delay.

DM: [rolls a handful of dice] Vlad! Three arrows aimed at you--does a 17 hit?

Vlad: Yes, but I'll Shield--oh, stink. I can't if I've already spent my reaction, can I?

DM: Nope. [consults dice, including initiative rolls] One arrow arcs in and misses you, and you blast him right back with Chill Touch. Roll please.

Vlad: 10, miss.

DM: Another arrow misses you, and then a third one, that 17, hits you right in the ribs for 6 points of damage.

Vlad: wait, I forgot about partial cover! My AC this round is 18, not 16!

DM: awesome for you! It hits the wagon right below your ribs.

Vlad: whew!

DM: all three of those goblins fade back into the bushes and you can't spot them any more. Cranduin, what's your initiative this round? The slowest of Vlad's three goblins had a 19 initiative and I doubt you can beat them.

Cranduin: [rolls] Uh, 3.

DM: ...well, I guess you're last. Three goblins also shoot arrows at Eladriel. El, there's one crit, which I assume you're going to try to catch [waits for confirming nod from her] for 11 points of damage minus your missile snatch, and then another 20 which also hits you I think, and then a clear miss.

El: [rolls] I block exactly 11 points of damage.

DM: Okay, you're hit once for 8 points of damage by the second arrow. Cranduin moves to intercept that goblin but he's too slow to hit it before it can try to hide again. However! One of the three that shot at you, the one that got the crit, rolls only a 12 on his Stealth check and you're able to see where he still is and point him out to Cranduin. Go for it, Cran!

Cranduin: [rolls] I got... a 9. Total. I miss.

DM: all right, that still leaves El and Jack with actions for this turn.

El: I attack that goblin, three times including Martial Arts. [rolls] One hit with my staff for 10 points of damage.

DM: And he goes down! Jack?

Jack: Can I very quietly grant inspiration to Cranduin without leaving my hiding place?

DM: Sure. You're like, [whispers furtively] "Fight! Fight! Fight! for the right!" [everyone laughs]

Jack: Okay, I do that.

DM: Okay, round three and you're still facing five goblins, as far as you know. They've got their actions ready but you don't know what they are, and... [etc.]

And that's basically how it works. As you can see, initiative is rolled relatively infrequently*, and the players are as fully-engaged with the game and each other as they would be in a social scene or other noncombat activity. Instead of spending 50-80% of their time sitting around doing nothing, not "allowed" to do anything because it's not "their turn," the players have the freedom to interact with each other and declare actions when they're ready to commit to something, or to wait for a better opportunity later by Delaying. You'll notice that one of the players (Jack's player) is apparently even still thinking more in roleplaying terms ("hide from the monsters!") than in terms of "optimal" tactics like readying attacks or making active perception rolls by Searching.

This style of play should be familiar to anyone who ever read the 2nd edition PHB, since it's almost exactly what AD&D used to use. The main difference is that AD&D didn't explicitly spell out the fact that sometimes initiative rolls don't matter and can be skipped, and it also didn't have the concept of Delaying. (I got the idea of Delay from fencing.)

-Hemlock/Max

* You can see that nothing would change no matter what order the initiative rolls came out in. The only time in the whole scenario when initiative matters is seeing whether Crandruin Readies an action in time to intercept one of the goblins before it can try to Hide again.


Read more: https://www.enworld.org/forum/showthread.php?513971-Simultaneous-initiative#ixzz4Uey0HvAn


--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Tuesday, December 13, 2016

Spell points by formula: 5E variant rule

[snip]

I have been using the DMG spell point system since the DMG first came out. I understand your issues with not liking tables, and frankly I don't see a big reason why you couldn't just interpolate a simple formula and use that instead. It's already a fairly linear progression. One formula that comes fairly close is: spell points = 4 * LEVEL ^ (1 + LEVEL/100), rounded to the nearest integer. At level 1 this gives you 4 spell points; at level 5 you have 22 spell points; at level 11 you have 57 spell points; and by level 20 you have 146. Those numbers are all reasonably close to the DMG numbers (4, 27, 73, 133) although somewhat underpowered at low levels--they don't quite catch up to the DMG numbers until level 16, except for an anomaly at level 2 and a smaller anomaly at level 4. But they do remain within 2 levels of DMG numbers at all times.

Spell points by level:
Level 1 (DMG) 4 (formula) 4
Level 2 (DMG) 6 (formula) 8
Level 3 (DMG) 14 (formula) 12
Level 4 (DMG) 17 (formula) 17
Level 5 (DMG) 27 (formula) 22
Level 6 (DMG) 32 (formula) 27
Level 7 (DMG) 38 (formula) 32
Level 8 (DMG) 44 (formula) 38
Level 9 (DMG) 57 (formula) 44
Level 10 (DMG) 64 (formula) 50
Level 11 (DMG) 73 (formula) 58
Level 12 (DMG) 73 (formula) 65
Level 13 (DMG) 83 (formula) 73
Level 14 (DMG) 83 (formula) 81
Level 15 (DMG) 94 (formula) 91
Level 16 (DMG) 94 (formula) 100
Level 17 (DMG) 107 (formula) 110
Level 18 (DMG) 114 (formula) 121
Level 19 (DMG) 123 (formula) 133
Level 20 (DMG) 133 (formula) 146

Furthermore, I doubt the missing spell points would be all that sorely missed, since spell points systems give greater flexibility and there is less pressure to conserve some of every type of slot. A regular PHB 9th level wizard with only a 3rd level slot and two 1st level slot remaining would be quite nervous; but a spell point wizard with 9 spell points left is likely is be relatively cool and collected because he can still utilize any of his memorized spells and still have power a 1st level spell like Shield or Expeditious Retreat for emergencies. If you gave me a choice between running a spell point wizard under this formula or a PHB spell slot wizard, I'd take spell points every time.

My opinions on the 6th+ level slot issue are mostly theorycraft, because I've only played characters at those level in one-shots. IMO the biggest impact of that rule is that it makes multiclassing more attractive; since you can't get multiple 6th+ slots per day anyway, and you already have plenty of spell points, you might as well consider investing two levels in Rogue or Fighter or Warlock or something somewhere along the line instead of sticking with pure spellcaster classes.

Aesthetically I don't like the 6th+ limitation because it prevents it from being a real spell point system; it's actually a hybrid spell slot/spell point system because you still have to keep track of slots 6, 7, 8, and 9. But I don't have an elegant solution either, because 5E does clearly intend to keep a lid on level 6+ spells in a way that it doesn't for spell levels 1-5. (E.g. Arcane Recovery doesn't work with them, Sorcerers can't create them from sorcery points, etc.) If you held a knife to my throat and made me come up with a solution now I would simply increase the cost exponentially after level 5 and drop the 1/day restriction: spells over level 7 cost (14 * 1.4^(LEVEL - 5)) spell points, rounded to the nearest number.

Level 6: 20 spell points
Level 7: 27 spell points
Level 8: 38 spell points
Level 9: 54 spell points

Only the mightiest wizards could ever dream of casting multiple high-level spells in a day, and doing so would drain them utterly. That seems like it would maintain the flavor of 6th+ level spells in 5E: they're rare and significant.


--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Saturday, December 3, 2016

Optimization and Performance

Some good thoughts here: http://joeduffyblog.com/2010/09/06/the-premature-optimization-is-evil-myth/

I am personally used to writing code where 100 CPU cycles matters. So invoking a function that acquires a lock by way of a shared-memory interlocked instruction that may take 100 cycles is something I am apt to think hard about; even more worrisome is if that acquisition could block waiting for 100,000 cycles. Indeed this situation could become disastrous under load. As you can tell, I write a lot of systems code. If you're working on a network-intensive application, on the other hand, most of the code you write is going to be impervious to 100 cycle blips, and more sensitive to efficient network utilization, scalability, and end-to-end performance. And if you're writing a little one-time script, or some testing or debugging program, you may get away with ignoring performance altogether, even multi-million cycle network round-trips.

To be successful at this, you'll need to know what things cost. If you don't know what things cost, you're just flailing in the dark, hoping to get lucky. This includes rule of thumb order of magnitudes for primitive operations – e.g. reading / writing a register (nanoseconds, single-digit cycles), a cache hit (nanoseconds, tens of cycles), a cache miss to main memory (nanoseconds, hundreds of cycles), a disk access including page faults (micro- or milliseconds, millions of cycles), and a network roundtrip (milliseconds or seconds, many millions of cycles) – in addition to peering beneath opaque abstractions provided by other programmers, to understand their best, average, and worst case performance.

Clearly the concerns and situations you must work to avoid change quite substantially depending on the class of code you are writing, and whether the main function of your program is delivering a user experience (where usability reigns supreme), delivering server-side throughput, etc. Thinking this through is crucial, because it helps avoid true "premature optimization" traps where a programmer ends up writing complicated and convoluted code to save 10 cycles, when he or she really needs to be thinking about architecting the interaction with the network more thoughtfully to asynchronously overlap round-trips. Understanding how performance impacts the main function of your program drives all else.


--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Sunday, November 13, 2016

Clemency abuse

https://www.warhistoryonline.com/featured/bloodiest-medieval-war-fought-bucket.html

Here's one way to abuse clemency. 'To make his edict stick, the pope offered indulgences to anyone who successfully attacked Bonacolsi and/or his property. Indulgences were a guarantee that sins were either forgiven or lightened to the extent that one didn't have to burn in hell. Not even for the sin of murder.'

Tom Kratman, no dummy he, has previously observed in one of his SF novels (Caliphate, IIRC) that an (evil, psychotic, awful) President could use the Presidential pardoning power in just such a way. Spoiler alert: that Presidency doesn't turn out well for the U.S., but it turns out even worse for Iran.

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Wednesday, November 2, 2016

Kipling

I love Kipling.


As I pass through my incarnations
In every age and race,
I make my proper prostrations
To the Gods of the Market Place.
Peering through reverent fingers
I watch them flourish and fall,
And the Gods of the Copybook Headings,
I notice, outlast them all.

We were living in trees when they met us.
They showed us each in turn
That Water would certainly wet us,
As Fire would certainly burn:
But we found them lacking in Uplift,
Vision and Breadth of Mind,
So we left them to teach the Gorillas
While we followed the March of Mankind.

We moved as the Spirit listed.
They never altered their pace,
Being neither cloud nor wind-borne
Like the Gods of the Market Place,
But they always caught up with our progress,
And presently word would come
That a tribe had been wiped off its icefield,
Or the lights had gone out in Rome.

With the Hopes that our World is built on
They were utterly out of touch,
They denied that the Moon was Stilton;
They denied she was even Dutch;
They denied that Wishes were Horses;
They denied that a Pig had Wings;
So we worshipped the Gods of the Market
Who promised these beautiful things.

When the Cambrian measures were forming,
They promised perpetual peace.
They swore, if we gave them our weapons,
That the wars of the tribes would cease.
But when we disarmed They sold us
And delivered us bound to our foe,
And the Gods of the Copybook Headings said:
"Stick to the Devil you know."

On the first Feminian Sandstones
We were promised the Fuller Life
(Which started by loving our neighbour
And ended by loving his wife)
Till our women had no more children
And the men lost reason and faith,
And the Gods of the Copybook Headings said:
"The Wages of Sin is Death."

In the Carboniferous Epoch
We were promised abundance for all,
By robbing selected Peter
To pay for collective Paul;
But, though we had plenty of money,
There was nothing our money could buy,
And the Gods of the Copybook Headings said:
"If you don't work you die."

Then the Gods of the Market tumbled,
And their smooth-tongued wizards withdrew
And the hearts of the meanest were humbled
And began to believe it was true
That All is not Gold that Glitters,
And Two and Two make Four
And the Gods of the Copybook Headings
Limped up to explain it once more.

As it will be in the future,
It was at the birth of Man
There are only four things certain
Since Social Progress began.
That the Dog returns to his Vomit
And the Sow returns to her Mire,
And the burnt Fool's bandaged finger
Goes wabbling back to the Fire;

And that after this is accomplished,
And the brave new world begins
When all men are paid for existing
And no man must pay for his sins,
As surely as Water will wet us,
As surely as Fire will burn,
The Gods of the Copybook Headings
With terror and slaughter return!

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Tuesday, October 25, 2016

5E slings

Good house rules for slings here: http://ludusludorum.com/2016/05/12/a-defense-of-the-humble-sling/

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Tuesday, October 18, 2016

CO2 Into Ethanol

Argh. I'm not educated enough to know what the implications are for this process with "high Faradaic efficiency (63 % at −1.2 V vs RHE) and high selectivity (84 %) that operates in water and at ambient temperature and pressure".

On the one hand, I remember how thermal depolymerization (turkey guts into oil) didn't pan out. On the other hand, I remember that one reason WHY it didn't pan out was that it turned out to be more expensive than anticipated to get the turkey guts--they had hoped to get them for free, but it turns out that normally turkey guts are sold for animal feed, and when the oil-makers had to pay for it, that cut into their profit margins. Plus, they had some early problems with odor that gave them PR issues. Neither of these would be expected to be an issue with ethanol-from-CO2, although I imagine that producing sufficient concentrations of CO2 to make the process work could be an engineering challenge. Also, "ambient temperature and pressure" seems like a big deal to me and very good news.

Overall I'm cautiously optimistic. Using nuclear power to turn CO2 into ethanol seems like a win-win-win scenario--although you'd obviously have to compare it to the competing scenario of using nuclear power to turn water into hydrogen for fuel cells, since both scenarios are really just ways of distributing energy. But I assume the PR for CO2-into-ethanol would be much better, which could make things politically easier.

I don't think this is a silver bullet. I doubt that more than 20% of the world's auto fuel will be produced via this method even twenty years from now--I expect we'll still be pumping most of our fuel out of the ground. But it will be great if this is a mature technology at that point which is proven to work reliably and economically.

Pop-sci article: http://www.popularmechanics.com/science/green-tech/a23417/convert-co2-into-ethanol/ 
Link to actual paper: http://onlinelibrary.wiley.com/doi/10.1002/slct.201601169/full

-Max

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Saturday, October 15, 2016

Sentiment

I like it when girls don't do the "boyfriend" thing and boys don't do the "girlfriend" thing. I appreciate people who have the foresight and moral courage to do "do, or not not" as Yoda would say; "there is no try." As near as I can tell, you don't lose out on anything important by just doing things the same way that Anne Shirley and Gilbert Blythe did, to name one example*: be friends, get to know each other, be frank about your (hopefully-mutual) admiration, and make commitments when you're ready to actually commit. But there's no reason to make a temporary semi-commitment ("boyfriend") right there in the middle.

Whenever I find out that someone else thinks that way too, it cheers me up inside. Maybe I'm crazy, but at least I'm not crazy AND alone.

* Other examples: Garion and Ce'Nedra, Peter Joshua (Brian Crookshanks) and Regina Lampert, Mr. Darcy and Elizabeth Bennet, Apodictic Blue and Yellow Amusement.

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Saturday, October 8, 2016

Insight

I realized today why it is that I'm so allergic to exercising leadership and telling people to follow my lead. I mean, I can step up and get things done when no one else is doing it, but it makes me uncomfortable and today I realized why:

It's because fundamentally, I'm a teacher at heart, not a leader. If I'm telling you what to do, then that means I'm depriving you of the chance to learn how to lead yourself, and I'm failing as a teacher. Instead of saying, "Go that way and do this," I want to say, "Well, here are some of your options and the likely consequences of each. Which one are you going to choose?"

My goal is never to collect minions. I am only comfortable wanting to bring people up to my level; I want to make them my peers.

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Thursday, October 6, 2016

5E Sorcerer Archetype: Instinctual

Instinctual Sorcerer

You are an instinctive magic-user. Magical effects "just work" for you, as easily as your muscles work to move your body around. You may not even be aware what's happening--perhaps you found a lucky feather which, you think, turns you invisible when you wear it, until one day you lose the feather and realize the power was within you all along. Or perhaps you are like Spider Man or the X-Men, shooting energy blasts from your hands like a mutant power. Whatever it is, your magic is deeply a part of you in a way that most people could never understand.

[Instinctive Casting] Starting at first level, you have no need for verbal, somatic, or material components when casting your sorcerer spells.

[Made of Magic] Starting at sixth level, you can use your physical reserves to fuel your magic. When you are in your own body and form, you can convert HP to sorcery points as a bonus action on a 1:1 basis. Your HP maximum is reduced by the same amount. Once reduced, your HP maximum cannot be restored by any means except rest. You regain points equal to your Charisma modifier (with a minimum of +1) each time you complete a long rest.

[Magic Eater] Starting at fourteenth level, you can absorb hostile magic and turn it to your own ends. When a spell is cast that targets only you, you can use your reaction to absorb the spell, nullifying its effects and giving you as many sorcery points as the spell's level. If this would take you above your sorcery point maximum, lose the extra points and suffer the effects of a Feeblemind spell, DC 10 + (level of the absorbed spell).

[Magical Virtuoso] Starting at eighteenth level, your magical coordination improves. Like a musician playing two different instruments at once, once per short rest you can cast a sorcerer spell that requires concentration without losing concentration on another sorcerer spell that you are already concentrating on. If you lose concentration following that point, both spells end.

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."

Dazzlingly clever or angelically good?

An attractive personality is better than a pretty face. And a beautiful character is better than an attractive personality.

I dig girls who are courageous, kind, generous, honorable, and valiant. If they are clever and funny too, that's strictly a bonus.

--
If I esteem mankind to be in error, shall I bear them down? No. I will lift them up, and in their own way too, if I cannot persuade them my way is better; and I will not seek to compel any man to believe as I do, only by the force of reasoning, for truth will cut its own way.

"Thou shalt love thy wife with all thy heart, and shalt cleave unto her and none else."