We could really use some more heroes to humiliate the KKK. They’re getting uppity again.

Intestines better this morning, but not overnight, so I slept in and didn’t go to the office.

The cupboard above the fridge isn’t deep enough for the pans I have stored there, so I put a twist-tie on the handles to keep it shut. Today the cats figured out how to undo it and get into all the cabinets on that side of the kitchen. This is definitely a cat crime, but I don’t actually care that much about what’s in the cupboard because I am incapable of remembering that cupboards contain things (even drawers are iffy), so after trying extra-twisty securement and being defeated, I gave up. It’s their apartment, I just live in it.

Written (game design): 318:

1990 me would probably find this the most upsetting thing about this
timeline, but I’m going with a roll-under-skill-rating system. In
theory, something like modern D&D’s skill+die vs target is great: it
allows for variation on sides, it’s not too complicated, etc. It even
does work for attacks and saves, because the target number is right
there. It might even work for prepared adventures, where the designer
can put the target numbers in everywhere. When the PCs inevitably go off
whatever rails there are, though, the GM ends up ignoring target numbers
and deciding the outcome of the roll based on Vibes. (It’s not just our
table, it seems to be pretty common across the Internet.) At that point,
why do you even have a system?

Something like Lancer’s skill+d20 vs 10 for success and critical success
on a total 20+ would also work, but at the moment I’m not feeling a need
for critical successes. Getting what you want and moving on to the next
problem seems like plenty to get from a roll. (Although this reminds me
of a different D&D variant I thought of, where you don’t add anything to
your d20 rolls: on a natural 1, it’s a horrible fumble; on a natural 20 it’s an
amazing crit; and on a 2-19 whatever the normal expected thing is,
happens, because after the game people only want to hear about the crits
and fumbles.)

Rather than adding and subtracting (much), your rating for each action
stays the same, but Difficulty is how many d20s you roll. Every one
that’s over your Action rating knocks off one of Success or No
Consequences. Not sure what the level of Difficulty that makes a task
impossible should be; if there are two good results to knock off then
maybe it should be 3, but that seems low. 4? 5? With extra failed dice
optionally making the consequences worse.

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