When they’re the same day, that’s probably bad, but maybe better than looking forward to the 2028 elections. Anyway, it’s also National Ice Cream Soda Day, which reminds me that during the summer I could get low-sugar ice cream and diet root beer and make parasite floats.
The construction noise was not as bad tonight. Either having the window open less helped more than I expected, or they were using a smaller jackhammer.
Read (manga): Failed Princesses vol 1-2 (Ajiichi): Reread since I got more volumes and then realized I didn’t remember which high-school yuri this was. Turns out it’s the one with the hot fashion gyaru and the wallflower otaku who don’t really get each other, but are shunned by their former friend groups for even trying.
Written (game design): 406:
If there’s no saving throw vs stabbing because Hit Protection stands for
all the factors that keep a character from getting taken out the first
time someone attacks them, then should there be a saving throw vs
fireball? Probably not, but what about vs batrachian transformation? vs
demonic possession?
Among the things I wanted to get rid of was the two separate systems
for determining whether an attack is successful. (That’s one of the
changes 4th ed made that was superior in every way except reminding
grognards of the old days.) Like ability scores and then abilities,
I then wondered whether we need any attack rolls at all and decided
we probably don’t. There’s already a damage roll, which can make
the attack awesome or lame; requiring another different roll to add
a chance of it being super-lame seems redundant. (Not an original idea;
Into the Odd and other OSR games also skip the to-hit roll, letting HP
turn a bad damage roll into a miss.)
Since HP is not getting hit, rather than absorbing damage one way or
another, the roll is more like accuracy than damage, and probably not
weapon-dependent. I don’t want an attack action to be a single blow
anyway; I much prefer the Dungeon World approach is “so you’re fighting
this guy; how’s that going for you?”. (Various D&D editions have said
various things about what an attack action includes, but bigger weapons
do more damage per round, and monsters with multiple pointy ends get one
attack roll for each, which shows that it really is very close to one
roll being one swing.) This works well for melee combat, but less well
for a single big attack like a spell or a black-powder gun.