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Chebucto Regional Softball Club

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A forum for discussing and organizing recreational softball and baseball games and leagues in the greater Halifax area.

Satanic Math

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rpgmemes
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  • ? Guest
    D&D players aren't satanists. They're much worse. They're math addicts.
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    Guest
    wrote last edited by
    #12
    Speaking as a Satanist studying computational fluid dynamics... Need a DM?
    M 1 Reply Last reply
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    • ? Guest
      [Source](https://mastodon.social/@senatormeow/100908678269940898) (Mastodon)
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      Guest
      wrote last edited by
      #13
      I guess itโ€™s like saying gambling is just math. You should sit in on her next bingo session or trip to the Indian casino. except youโ€™re not winning money.
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      • ? Guest
        D&D players aren't satanists. They're much worse. They're math addicts.
        massive_bereavementM This user is from outside of this forum
        massive_bereavementM This user is from outside of this forum
        massive_bereavement
        wrote last edited by
        #14
        A friend calls it "narrative gambling", because eventually we're all throwing dice and hoping it doesn't "ruin" us.
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        • ? Guest
          D&D players aren't satanists. They're much worse. They're math addicts.
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          Guest
          wrote last edited by
          #15
          Exactly why I dislike D&D, it's more about combat and math. I prefer systems that are less math heavy and more narrative/roleplay focused.
          ? ? ? 3 Replies Last reply
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          • J jet@hackertalks.com
            Clearly math is satanic
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            Guest
            wrote last edited by
            #16
            Oh absolutely. If god and religion demand faith over evidence, then clearly math and science, both of which derive from logic, must be the antithesis of god.
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            • J jet@hackertalks.com
              Clearly math is satanic
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              Guest
              wrote last edited by
              #17
              They're using **Arabic** numerals! It's obviously all a devilish ploy to subvert our pure Christian souls!
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              • ? Guest
                Exactly why I dislike D&D, it's more about combat and math. I prefer systems that are less math heavy and more narrative/roleplay focused.
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                Guest
                wrote last edited by
                #18
                You should check out GURPS. It's a simpler system with universal campaigns (modern, fantasy, mech, dimension hopping, steampunk). The system is super easy. You start with 100 points to make your character. You can spend them on skills, spells, and perks. You can even gain more points by taking quirks. You roll 3d6 for everything. You're goal is to get *under* your skill number. Fireball of 13 needs to roll under 13. If its raining or something, your GM can choose to put a -4 on that. So now you need to roll under 9. Just simple addition and subtraction, but it works really well.
                ? swedneck@discuss.tchncs.deS 2 Replies Last reply
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                • G IndescribablySad@threads.net
                  Could you imagine doing 666 damage in one turn? Iโ€™d be riding that high for weeks.
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                  Guest
                  wrote last edited by
                  #19
                  Weeks? More like decades.
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                  • ? Guest
                    Good point, actually. Seems like these days, a lot of people wouldn't change their opinion after seeing what this grandma saw.
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                    Guest
                    wrote last edited by
                    #20
                    These days, some people wouldn't even attempt to see the game with their own eyes and completely makes up their mind based on one FB post.
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                    • ? Guest
                      And then, *In nomine satanis/Magna Veritas*use a D666
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                      Guest
                      wrote last edited by
                      #21
                      Knock #2 by the merry mushmen has a set of actual d666 tables for generating a pact with a devil.
                      1 Reply Last reply
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                      • ? Guest
                        Exactly why I dislike D&D, it's more about combat and math. I prefer systems that are less math heavy and more narrative/roleplay focused.
                        ? Offline
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                        Guest
                        wrote last edited by
                        #22
                        I'm going to second the other commenter in my enthusiasm for GURPS, but for the opposite reason. Gurps has the problem of being a universal role-playing system, like Fate, which means session zero includes a long sit-down with your DM about what precisely we will be doing in this game and what mechanics we will be using to create the desired experience. You then fill out the appropriate forms in triplicate to create your character. Usually, your DM makes a template for you to use like a shopping list, but the rulebook assumes you are digging through the first 300-page volume selecting your abilities and skills over the course of a day. Then, once you start playing, *you never have to look at the rulebook again*. All the rules you will be using were written (by you) on your character sheet. You roll the dice, see if you managed to roll under your target numbers, and then either succeed or fail. The DM barely has to adjudicate anything.
                        ? JackbyDevJ ? ? ? 5 Replies Last reply
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                        • ? Guest
                          You should check out GURPS. It's a simpler system with universal campaigns (modern, fantasy, mech, dimension hopping, steampunk). The system is super easy. You start with 100 points to make your character. You can spend them on skills, spells, and perks. You can even gain more points by taking quirks. You roll 3d6 for everything. You're goal is to get *under* your skill number. Fireball of 13 needs to roll under 13. If its raining or something, your GM can choose to put a -4 on that. So now you need to roll under 9. Just simple addition and subtraction, but it works really well.
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                          Guest
                          wrote last edited by
                          #23
                          Ooo, that sounds awesome! Thank you for sharing!
                          1 Reply Last reply
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                          • ? Guest
                            I'm going to second the other commenter in my enthusiasm for GURPS, but for the opposite reason. Gurps has the problem of being a universal role-playing system, like Fate, which means session zero includes a long sit-down with your DM about what precisely we will be doing in this game and what mechanics we will be using to create the desired experience. You then fill out the appropriate forms in triplicate to create your character. Usually, your DM makes a template for you to use like a shopping list, but the rulebook assumes you are digging through the first 300-page volume selecting your abilities and skills over the course of a day. Then, once you start playing, *you never have to look at the rulebook again*. All the rules you will be using were written (by you) on your character sheet. You roll the dice, see if you managed to roll under your target numbers, and then either succeed or fail. The DM barely has to adjudicate anything.
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                            Guest
                            wrote last edited by
                            #24
                            Oh wow, it sounds so much simpler and easier. Thanks for expanding on the other person's point!
                            ? 1 Reply Last reply
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                            • ? Guest
                              Oh wow, it sounds so much simpler and easier. Thanks for expanding on the other person's point!
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                              Guest
                              wrote last edited by
                              #25
                              Also, their supplemental books really helped me grow as a writer and gamemaster. Most of them tackle a genre and explore it thoroughly.
                              ? 1 Reply Last reply
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                              • ? Guest
                                Good point, actually. Seems like these days, a lot of people wouldn't change their opinion after seeing what this grandma saw.
                                S This user is from outside of this forum
                                S This user is from outside of this forum
                                stovetop@lemmy.world
                                wrote last edited by
                                #26
                                The conspiracy and accusations must always go deeper. I'm also surprised it ended with the grandma realizing it was just math, because it could have just as easily ended with her thinking that they're obviously hiding what the real game is about, and how bad it must be be that they'd go to such great lengths to cover it up. I have to assume having a good, strong relationship with her grandchild must also be a contributing factor. If D&D remained something only anonymous ne'er-do-wells do, it'd be easy to continue buying into the satanic panic. But someone you know and trust to be responsible telling you it's no big deal might make it a bit easier to accept.
                                1 Reply Last reply
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                                • ? Guest
                                  [Source](https://mastodon.social/@senatormeow/100908678269940898) (Mastodon)
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                                  Guest
                                  wrote last edited by
                                  #27
                                  I am assuming this was the 2.5ed? THAC0 calculations was treated as an arcane knowledge that only DMs had access to
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                                  • ? Guest
                                    Also, their supplemental books really helped me grow as a writer and gamemaster. Most of them tackle a genre and explore it thoroughly.
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                                    Guest
                                    wrote last edited by
                                    #28
                                    Oh, thanks! We really appreciate that! That's great! ๐Ÿ™‚
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                                    • ? Guest
                                      They're using **Arabic** numerals! It's obviously all a devilish ploy to subvert our pure Christian souls!
                                      ? Offline
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                                      Guest
                                      wrote last edited by
                                      #29
                                      Not at my games, we only use true **American** binaryโ€”๐Ÿฆ… for one and ๐Ÿ” for zero
                                      1 Reply Last reply
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                                      • ? Guest
                                        I'm going to second the other commenter in my enthusiasm for GURPS, but for the opposite reason. Gurps has the problem of being a universal role-playing system, like Fate, which means session zero includes a long sit-down with your DM about what precisely we will be doing in this game and what mechanics we will be using to create the desired experience. You then fill out the appropriate forms in triplicate to create your character. Usually, your DM makes a template for you to use like a shopping list, but the rulebook assumes you are digging through the first 300-page volume selecting your abilities and skills over the course of a day. Then, once you start playing, *you never have to look at the rulebook again*. All the rules you will be using were written (by you) on your character sheet. You roll the dice, see if you managed to roll under your target numbers, and then either succeed or fail. The DM barely has to adjudicate anything.
                                        JackbyDevJ This user is from outside of this forum
                                        JackbyDevJ This user is from outside of this forum
                                        JackbyDev
                                        wrote last edited by
                                        #30
                                        I bought the Fate Accelerated Edition because it sounded fun but I've literally not found any published adventures. I've found campaign settings, yeah, but nothing explaining what an easy encounter should look like, how to structure an adventure, nothing. Fate seems fun so I'm ready to be proved wrong.
                                        ? 1 Reply Last reply
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                                        • ? Guest
                                          I'm going to second the other commenter in my enthusiasm for GURPS, but for the opposite reason. Gurps has the problem of being a universal role-playing system, like Fate, which means session zero includes a long sit-down with your DM about what precisely we will be doing in this game and what mechanics we will be using to create the desired experience. You then fill out the appropriate forms in triplicate to create your character. Usually, your DM makes a template for you to use like a shopping list, but the rulebook assumes you are digging through the first 300-page volume selecting your abilities and skills over the course of a day. Then, once you start playing, *you never have to look at the rulebook again*. All the rules you will be using were written (by you) on your character sheet. You roll the dice, see if you managed to roll under your target numbers, and then either succeed or fail. The DM barely has to adjudicate anything.
                                          ? Offline
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                                          Guest
                                          wrote last edited by
                                          #31
                                          Thanks for this. Its been quite a while since I've played, so I was going off of fuzzy memory. I do still have all the books, but haven't opened them in a long time. That's exactly it. You choose what you want your character to do and be within the GM's world type. Then you have one or two sessions really setting everything up for world, characters, story, progression, etc. After that you're done with the hard part. Heck, even the GM is done with it. They may need to reference material occasionally, but the game almost plays itself. It's much, much more casual and focuses more on story and narrative. Its like if Choose Your Own Adventure was a game, the rolls only being there to add flavor and excitement to your adventures.
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