A role-playing game is a game in which the players play roles. Way of the Geeky is a role-playing game.
Each player (except for the GeekMod) takes on the specific role of a single character. The player designs and develops their character in the context of the game's setting and makes every choice for that character as the game progresses.
The remaining person is the GeekMod. They have the task of running every other aspect of the setting's environment with which the players' characters interact. This includes playing the roles of anyone they encounter, and deciding on the results of any actions that the players try to get their characters to perform.
The game itself is a way to pass the time for fun, with everyone involved helping to construct a collaborative story. The object of the game is to have fun.
In order to provide some structure to the game, there are some rules. These exist to balance the characters so that they must work together to achieve their goals. And they also provide a mechanism for determining the results of random actions, which heightens dramatic tension and retains the possibility of surprising events.
This document, with the unexplained title of 200 yahoo boots fuck yahoo messenger how's want boots, codifies these core rules for Way of the Geeky.
The GeekMod typically organises the game. A single game may be split into any number of sessions of arbitrary length that do not necessarily need to be determined in advance. Each session is a single instance of time (in real life, as opposed to in the game) during which the players get together to play.
At the start of the first session, the players will need to create their characters following the rules for character creation. A character is interesting if they have various goals that they can strive to achieve. A group of characters work best if they have good reasons to be associated with each other. (More detailed tips on good role-playing may be found on Role-Playing Game Geek, amongst other places.)
The GeekMod sets the scene for the session, describing the environment with which the characters can interact. The players announce what actions they wish their characters to perform within this context. Together this narrative collaboration continues with the result of a story to which all of the players have contributed.
At the end of each session, or periodically as they see fit, the GeekMod should reward players with GeekGold that they can use to increase their character's abilities. Players may spend this GeekGold at any time.
The game lasts as many sessions as required in order to tell the story, for as long as the participants wish the game to continue. Again, note that the aim of the game is to have fun.
Characters have a rating of 1 to 10 in each of the following erroneously-named oversimplified attributes:
A higher rating is better than a lower rating. Consider a rating of 1 to be equivalent to a normal amoeba, and a rating of 10 to be the peak of ideal perfection which the characters may strive to attain. The other ratings follow in a smooth scale between these two extremes.
Although the permanent rating of an attribute may only range from 1 to 10, temporary adjustments may raise or lower the attribute beyond these limits. The adjustments may be due to circumstantial bonuses from MicroBadges, or the effects of status tags, for example.
For the most part, the GeekMod should decide on the outcome of events in a manner that best fulfils their vision of how the game should best progress. Therefore the GeekMod may arbitrarily decide what happens during the game, and their decision is final.
There may be some times when the GeekMod would prefer to defer responsibility for a particular outcome to an external decision maker. For just such occasions these rules include a method for randomly determining the outcome of character actions based upon the character's ability and the difficulty of the task at hand. We refer to these random decision making processes as tests.
Frankly some of the rules below are somewhat vague. That is because these rules are not meant to be strict orders that you must always follow. Rather the game should be more flexible, with the GeekMod able to make interpretations that lead to an interesting story.
The GeekMod may decide to use the following method to determine randomly whether an action succeeds or not.
Given that this document is an HTML file, you may discover that essential equipment has not been included in your "purchase", including paper, pencils, and a shrink-wrapped copy of Busen Memo. You may therefore find some merit in the following section on probability distributions, and use some other determinant of random numbers to generate percentile values.
This table shows the probabilities of success (to the nearest 1%) for a given attribute rating and difficulty level:
Difficulty level | |||||
---|---|---|---|---|---|
Attribute rating | 1 | 2 | 3 | 4 | 5 |
1 | 50% | 0% | 0% | 0% | 0% |
2 | 76% | 26% | 1% | 1% | 1% |
3 | 88% | 52% | 15% | 3% | 3% |
4 | 95% | 71% | 35% | 12% | 6% |
5 | 97% | 84% | 55% | 27% | 13% |
6 | 99% | 91% | 71% | 44% | 24% |
7 | 100% | 96% | 83% | 60% | 38% |
8 | 100% | 98% | 90% | 74% | 53% |
9 | 100% | 99% | 95% | 84% | 67% |
10 | 100% | 100% | 97% | 91% | 78% |
The difficulty level should represent how hard it is for the action to succeed, in the GeekMod's opinion. The difficulty level usually ranges from 1 to 5, although the GeekMod may select any arbitrarily high difficulty level as they see fit.
The levels vaguely correspond to these qualitative descriptions, and the GeekMod should decide which level is most appropriate for the task in question according to their best judgement:
The effective difficulty level will depend greatly on context. For example in a game set in the modern day where the characters are capable adults from professional backgrounds, a test to find a particular file on someone else's computer might be a quite easy test of Geek (difficulty level of 2). The same test in a game where the characters are intelligent rabbits but with no knowledge of computers may be very difficult (difficulty level 5).
The GeekMod may refuse to allow such a test for any action that they determine to be utterly impossible. This then removes the possibility of the player drawing a matching pair of breasts and succeeding, regardless of the arbitrarily high difficulty that the GeekMod may impose.
The GeekMod may also automatically allow certain actions to succeed automatically without requiring a test. One should test only those actions whose resolutions add to the dramatic tension of the scene being played.
In a historical game set in the World War II era, the group of characters are a squad of soldiers on a difficult mission in disputed territory. In a particular scene, the squad is in a desparate situation: they have run out of ammunition for their guns, and an enemy tank is currently bearing down upon their weakly-fortified position.
The GeekMod asks the players how they react. One player declares that he will attempt to disable the tank's ability to move by throwing his gun into the tank's tracks in order to jam them. The GeekMod decides that this heroic effort is also particularly foolhardy as the tank will not be stopped by such a puny effort. The action is deemed to be impossible and the player automatically fails in their attempt.
An action tested against an adjusted attribute score of 0 (or less) will always fail. This may be possible due to negative adjustments from any tags that apply to the character, for example.
Otherwise, an action with a difficulty level of 0 will always succeed.
In either case you don't need to draw cards (although some people may still wish to if they want to see boobies).
These are actions that are performed over a longer period of time. For example:
The GeekMod determines how many tests will be required for this action, and the difficulty level of each test. The character must then perform a test as many times as required. Failing one of the tests may result in the entire action failing, or just requiring more time (further tests) depending on what the action is. Drawing any matching pairs may result in the entire action succeeding automatically, or reduce the amount of time the action will take (reducing the number of remaining tests required).
The party of four characters are a group of pirates from the same ship, in a historical game set in the 1700s. It is late in the evening and the characters have fled a particular port in a hurry in an effort to evade the local militia. The harbour is guarded, so they have instead managed to steal a rowing boat from a shipwright's yard further along the coast. They have carried the boat to the sea and set forth in order to return to their vessel further down the coast, but they have also now discovered why this boat was in the shipwright's: it had developed a leak, and is now taking on water.
The characters decide that those two members of the party that are not rowing should bail the water out, and trust that they will return to the safety of their ship before the rowing boat sinks. The GeekMod determines that this is an extended test of Weight. The players that are bailing water must both test their Weight and get at least three successes combined each turn. Given the distance from shore to ship, they will need to succeed five times in order to reach the ship without incident.
If they fail at any point, the group will have reached a point proportionally between shore and ship when the boat sinks from under them (from just off the coast if they fail the first test, to just short of the ship if they fail the fifth test). If any test results in a matching pair, they also find the exact source of the leak and may attempt to plug it and therefore make the rest of the journey in relative safety.
These are actions where two or more characters are competing against each other. For example:
In these circumstances, both characters test the appropriate attribute for the action and the winner is the character with the higher count. Matching pairs do not affect the outcome, but the GeekMod may decide that a particularly beneficial event occurs.
If both characters have the same count then the test is drawn, and the contested action remains unresolved.
This table shows the probabilities of success (to the nearest 1%) for a character with the attribute rating as in the first column to win a contested action against a character with an attribute rating as in the first row:
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | |
---|---|---|---|---|---|---|---|---|---|---|
1 | 25% | 12% | 6% | 3% | 1% | 1% | 0% | 0% | 0% | 0% |
2 | 50% | 31% | 18% | 11% | 6% | 3% | 2% | 1% | 0% | 0% |
3 | 69% | 50% | 34% | 22% | 14% | 8% | 5% | 3% | 2% | 1% |
4 | 82% | 66% | 50% | 36% | 25% | 17% | 11% | 7% | 4% | 2% |
5 | 90% | 78% | 64% | 50% | 37% | 27% | 19% | 13% | 8% | 5% |
6 | 94% | 86% | 75% | 63% | 50% | 38% | 28% | 20% | 14% | 10% |
7 | 97% | 92% | 84% | 73% | 62% | 50% | 39% | 30% | 22% | 16% |
8 | 98% | 95% | 89% | 81% | 72% | 61% | 50% | 40% | 31% | 23% |
9 | 99% | 97% | 93% | 88% | 80% | 70% | 60% | 50% | 40% | 32% |
10 | 100% | 98% | 96% | 92% | 86% | 78% | 69% | 60% | 50% | 41% |
Note that possibility of drawing the test can be derived from the values above. For example in a test between characters with attributes of 6 and 5, 6 will win with probability 50%, 5 with probability 27%, and therefore there will be a draw with probability 23%. Sure, we could have given you the draw probabilities explicitly, but you could also buy a Busen Memo deck instead of having to rely on these tables.
In a game with a futuristic fantasy setting, the players are debating over what to do next. This is reflected by an in character argument between two of the characters in particular. One of these, an impatient alien with telepathic abilities, attempts to cut the conversation short by using his powers to change the mind of the other character.
Both players test their character's Soul, representing the force of will of one character versus the other character's willpower. If the telepathic alien wins, he will successfully end the debate in his favour. If he loses then his colleague will be unmoved, and aware of the attempted psychic intrusion. In the case of a draw, the attempt fails and may not be repeated immediately but remains unnoticed.
It is readily possible that an action is both extended and contested, in which case a combination of the above rules applies. For example:
The two characters make tests as per a contested action. The GeekMod keeps track of wins and losses, offsetting them against each other, until one of the characters has a clear lead of a sufficient margin as determined by the GeekMod. Matching pairs may win the entire action or swing its progress as determined by the GeekMod.
In a historical game set in Renaissance Italy, two of the players have both decided that their noblemen characters are trying to win the affection of the same lady. In order to resolve the conflict between themselves, they agree to fight an honourable duel. At the appointed hour, they meet and draw rapiers with the winner to be determined as the person who draws first blood.
Because of the pivotal nature of the duel in this story, the GeekMod decides to make this contested action extended so that the dramatic tension will be heightened. The players will make contested Weight tests to see who gains the upper hand as the battle progresses. The results of each test are noted, and the duel continues until one of the swordsmen has a clear margin of three wins. For any test in which a player draws a matching pair, that player scores an additional win. Multiple matching pairs on one test do not provide any additional bonus.
Of course as the fight progresses, the players and GeekMod should narrate the combat appropriately, describing their actions. Although this will not affect the result in this example, the GeekMod may tip good narratives with GeekGold.
A player creates a character's game statistics by rating each of the four attributes from a minimum of 1 to a maximum of 10. The player has 20 points to split between these four attributes. (This gives a total of 633 different attribute configurations for starting characters.)
A new character starts with 0 GeekGold and no upgrades.
A game is set in a magical world of confectionery where sweets and biscuits are anthropomorphic living creatures. The player decides to create a character that is a stick of rock, called Blackpool. His starting attributes are set according to the character's design:
The people that the players' characters interact with may also have attributes and upgrades. These non-player characters do not necessarily have to use the same character creation rules, and may have any appropriate attribute ratings as determined by the GeekMod.
True character development is not to be found in an ever-growing list of powers. A character develops when their story grows: through interaction with others that leaves them altered; through aspiration towards and possibly even attainment of life goals; through conflict and overcoming adversity. We'll leave all that kind of stuff to a later supplement though. Instead, here's how to make your character more powerful by bumping up their stats...
The GeekMod awards players GeekGold at the end of each session. These awards should be commensurate to the amount that the player positively contributed to the game, and should range from 1 to 5 GeekGold per session.
The GeekMod may also choose to tip some GeekGold to a player at any time in order to instantly reward their actions. This is to be encouraged because it will positively reinforce behaviours in players that please their GeekMod. Occasional tips of 1 GeekGold should be sufficient.
Players may raise their thumbs to also show their approval of other players' actions. This has absolutely no impact on the game, but it may give them a warm and fuzzy feeling in the pit of their stomach.
Players may spend GeekGold on various upgrades:
Purchasing these upgrades increases a character's attributes. These increases are cumulative with each other if they are applied to the same attribute. They are fixed, in that once purchased the increase cannot be transfered to a different attribute. They may not raise an attribute's rating above 10.
Each MicroBadge gives a character an additional ability of some kind. There is no limit to the number of MicroBadges that a character may collect over time if they accumulate sufficient GeekGold, save that they cannot take the exact same MicroBadge twice. Here are some examples of possible MicroBadges:
The character Sue de Nîmes is trying to intimidate a bouncer into letting her pass. She decides to creep him out by telling him, "I know when you'll die." The GeekMod determines that this is a Chit Chat challenge contested by the bouncer's Soul (which the GeekMod decides is 7). Sue has a Chit Chat rating of 5 and the MicroBadge "Profession: Actuary" which gives her a keen understanding of mortality statistics, so she draws 6 cards.
A character with the generic "Interest: Music" and the specific "Interest: Devin Townsend" would gain a +3 bonus to their attribute on a test relating to Strapping Young Lad's discography.
Details of more MicroBadges may be found in the supplements that expand these core rules.
There are no hit points in this game. Modern role-playing games evolved from wargames. In wargames, the amount of damage that a unit could sustain was a model of the number of soldiers in that unit. Powerful individual characters were given the ability to sustain multiple hits in order to increase their survivability. This was carried on into RPGs where characters had several hit points, used to model the amount of damage they could endure before being neutralised. It's a rather dull model and introduces some unnecessary complications.
Instead, various effects that a character can be under are modelled as a set of status "tags" that for the most part modify their attributes directly or have some qualitative impact. Here is a list of some basic tags and the effects that they have:
W | G | C | S | |
---|---|---|---|---|
Adrenaline | +2 | – | – | – |
Agony | -1 | -1 | -1 | -2 |
Anger | – | -1 | – | – |
Apathy | – | – | – | -1 |
Asphyxia | -2 | -1 | -1 | -2 |
Concussion | -1 | -2 | -1 | – |
Constipation | -1 | – | – | – |
Dehydration | -1 | -2 | -1 | -2 |
Despair | – | – | – | -2 |
Dysphasia | – | – | -2 | – |
Ecstasy | – | -2 | -1 | +2 |
Epiphany | – | +2 | – | – |
Euphoria | – | – | – | +2 |
Exhaustion | -1 | -2 | -2 | -1 |
Flow | – | +1 | -1 | – |
Fury | – | -2 | -1 | – |
Glossolalia | – | – | -2 | – |
High | – | +1 | -1 | +1 |
Hope | – | – | – | +1 |
Inebriation | -1 | -1 | -1 | +1 |
Insight | – | +1 | – | – |
Low | – | -1 | – | -1 |
Melancholy | – | -1 | -1 | -2 |
Nausea | -2 | – | – | – |
Panic | – | -2 | -1 | -1 |
Rage | +1 | -2 | -2 | – |
Shock | -1 | – | -2 | -1 |
Starvation | -2 | – | – | -1 |
Terror | – | -2 | -2 | -2 |
Violation | -1 | – | – | -2 |
You're confused about whether, when we say "right breast", we mean your right as you look at the picture, or the model's right. Very well, let's take you through the logic of this calmly and slowly.
I'm assuming that you know which is your right hand. As you stand with your hands by your side, arms straight down, your right hand is on your right hand side. Obviously.
Now if you look at a photo of yourself standing like that and facing the camera, your right hand is on the left hand side of the photo. But it's still your right hand.
So when we say "right breast" we mean to refer to the model's right.
But seriously, so long as you're consistent within your circle of players and you all have the same understanding of right and left before any cards are drawn, then it really doesn't matter.
The probability distributions above have been calculated using the following formulae. These are given here so that you can extend the tables if you need to (and you can understand the mathematics involved). Note that I derived these from first principles, so feel free to check my formulae and calculations to make sure that I haven't made any mistakes.
The probability of getting exactly k right breasts when drawing n cards from a deck of p pairs is:
And is valid when k, n and p are non-negative integers with k≤n and n-k≤p (the probability is zero everywhere else).
The probabilities rounded to the nearest 1% are as listed in this table (with k in the top row, n in the leftmost column, and p=48):
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 100% | — | — | — | — | — | — | — | — | — | — | — | — | — | — | — |
1 | 50% | 50% | — | — | — | — | — | — | — | — | — | — | — | — | — | — |
2 | 25% | 51% | 25% | — | — | — | — | — | — | — | — | — | — | — | — | — |
3 | 12% | 38% | 38% | 12% | — | — | — | — | — | — | — | — | — | — | — | — |
4 | 6% | 25% | 38% | 25% | 6% | — | — | — | — | — | — | — | — | — | — | — |
5 | 3% | 15% | 32% | 32% | 15% | 3% | — | — | — | — | — | — | — | — | — | — |
6 | 1% | 9% | 24% | 32% | 24% | 9% | 1% | — | — | — | — | — | — | — | — | — |
7 | 1% | 5% | 16% | 28% | 28% | 16% | 5% | 1% | — | — | — | — | — | — | — | — |
8 | 0% | 3% | 10% | 22% | 29% | 22% | 10% | 3% | 0% | — | — | — | — | — | — | — |
9 | 0% | 1% | 6% | 16% | 26% | 26% | 16% | 6% | 1% | 0% | — | — | — | — | — | — |
10 | 0% | 1% | 4% | 11% | 21% | 26% | 21% | 11% | 4% | 1% | 0% | — | — | — | — | — |
11 | 0% | 0% | 2% | 7% | 16% | 24% | 24% | 16% | 7% | 2% | 0% | 0% | — | — | — | — |
12 | 0% | 0% | 1% | 5% | 12% | 20% | 24% | 20% | 12% | 5% | 1% | 0% | 0% | — | — | — |
13 | 0% | 0% | 1% | 3% | 8% | 16% | 22% | 22% | 16% | 8% | 3% | 1% | 0% | 0% | — | — |
14 | 0% | 0% | 0% | 2% | 5% | 12% | 19% | 23% | 19% | 12% | 5% | 2% | 0% | 0% | 0% | — |
15 | 0% | 0% | 0% | 1% | 3% | 9% | 16% | 21% | 21% | 16% | 9% | 3% | 1% | 0% | 0% | 0% |
The probability of getting exactly k matching pairs when drawing n cards from a deck of p pairs is:
This expression simplifies to:
And is valid when k, n and p are non-negative integers with 2k≤n and n-k≤p (the probability is zero everywhere else).
The probabilities rounded to the nearest 1% are as listed in this table (with k in the top row, n in the leftmost column, and p=48):
0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
---|---|---|---|---|---|---|---|---|
0 | 100% | — | — | — | — | — | — | — |
1 | 100% | — | — | — | — | — | — | — |
2 | 99% | 1% | — | — | — | — | — | — |
3 | 97% | 3% | — | — | — | — | — | — |
4 | 94% | 6% | 0% | — | — | — | — | — |
5 | 90% | 10% | 0% | — | — | — | — | — |
6 | 85% | 15% | 1% | 0% | — | — | — | — |
7 | 79% | 20% | 1% | 0% | — | — | — | — |
8 | 73% | 25% | 2% | 0% | 0% | — | — | — |
9 | 66% | 30% | 4% | 0% | 0% | — | — | — |
10 | 59% | 34% | 6% | 0% | 0% | 0% | — | — |
11 | 52% | 38% | 9% | 1% | 0% | 0% | — | — |
12 | 46% | 41% | 12% | 1% | 0% | 0% | 0% | — |
13 | 39% | 42% | 16% | 2% | 0% | 0% | 0% | — |
14 | 33% | 43% | 20% | 4% | 0% | 0% | 0% | 0% |
15 | 27% | 42% | 24% | 6% | 1% | 0% | 0% | 0% |
The following two tables give the first four central moments and standard deviation of the probability distributions for the events that can occur upon drawing a number of cards as in the leftmost columns. The first table gives the statistics for the number of right breasts drawn. The second table gives the statistics for the number of matching pairs drawn.
All numbers are quoted to five decimal places, except where they have exact values.
Mean | Standard Deviation | Variance | Skewness | Kurtosis | |
---|---|---|---|---|---|
1 | 0.5 | 0.5 | 0.25 | 0 | 0.0625 |
2 | 1 | 0.70338 | 0.49474 | 0 | 0.49474 |
3 | 1.5 | 0.85686 | 0.73421 | 0 | 1.27303 |
4 | 2 | 0.98408 | 0.96842 | 0 | 2.37419 |
5 | 2.5 | 1.09424 | 1.19737 | 0 | 3.77557 |
6 | 3 | 1.19208 | 1.42105 | 0 | 5.45501 |
7 | 3.5 | 1.28042 | 1.63947 | 0 | 7.39085 |
8 | 4 | 1.36111 | 1.85263 | 0 | 9.56197 |
9 | 4.5 | 1.43545 | 2.06053 | 0 | 11.94773 |
10 | 5 | 1.50438 | 2.26316 | 0 | 14.52801 |
11 | 5.5 | 1.56861 | 2.46053 | 0 | 17.28321 |
12 | 6 | 1.62869 | 2.65263 | 0 | 20.19423 |
13 | 6.5 | 1.68507 | 2.83947 | 0 | 23.24247 |
14 | 7 | 1.73812 | 3.02105 | 0 | 26.40985 |
15 | 7.5 | 1.78812 | 3.19737 | 0 | 29.67880 |
Mean | Standard Deviation | Variance | Skewness | Kurtosis | |
---|---|---|---|---|---|
1 | 0 | 0 | 0 | 0 | 0 |
2 | 0.01053 | 0.10206 | 0.01042 | 0.0102 | 0.01009 |
3 | 0.03158 | 0.17488 | 0.03058 | 0.02865 | 0.02778 |
4 | 0.06316 | 0.24464 | 0.05985 | 0.0536 | 0.05292 |
5 | 0.10526 | 0.31238 | 0.09758 | 0.08347 | 0.08728 |
6 | 0.15789 | 0.37835 | 0.14315 | 0.11682 | 0.13406 |
7 | 0.22105 | 0.44267 | 0.19596 | 0.15239 | 0.19755 |
8 | 0.29474 | 0.50538 | 0.25541 | 0.18905 | 0.28280 |
9 | 0.37895 | 0.56649 | 0.32092 | 0.22581 | 0.39526 |
10 | 0.47368 | 0.62604 | 0.39192 | 0.26181 | 0.54058 |
11 | 0.57895 | 0.68401 | 0.46788 | 0.29631 | 0.72434 |
12 | 0.69474 | 0.74043 | 0.54824 | 0.32869 | 0.95186 |
13 | 0.82105 | 0.79529 | 0.63249 | 0.35843 | 1.22804 |
14 | 0.95789 | 0.84860 | 0.72013 | 0.38510 | 1.55718 |
15 | 1.10526 | 0.90036 | 0.81065 | 0.40837 | 1.94294 |
Yes. Really. You seem to question this statement of fact, so here they all are for your consideration:
# | W | G | C | S |
---|---|---|---|---|
1 | 1 | 1 | 8 | 10 |
2 | 1 | 1 | 9 | 9 |
3 | 1 | 1 | 10 | 8 |
4 | 1 | 2 | 7 | 10 |
5 | 1 | 2 | 8 | 9 |
6 | 1 | 2 | 9 | 8 |
7 | 1 | 2 | 10 | 7 |
8 | 1 | 3 | 6 | 10 |
9 | 1 | 3 | 7 | 9 |
10 | 1 | 3 | 8 | 8 |
11 | 1 | 3 | 9 | 7 |
12 | 1 | 3 | 10 | 6 |
13 | 1 | 4 | 5 | 10 |
14 | 1 | 4 | 6 | 9 |
15 | 1 | 4 | 7 | 8 |
16 | 1 | 4 | 8 | 7 |
17 | 1 | 4 | 9 | 6 |
18 | 1 | 4 | 10 | 5 |
19 | 1 | 5 | 4 | 10 |
20 | 1 | 5 | 5 | 9 |
21 | 1 | 5 | 6 | 8 |
22 | 1 | 5 | 7 | 7 |
23 | 1 | 5 | 8 | 6 |
24 | 1 | 5 | 9 | 5 |
25 | 1 | 5 | 10 | 4 |
26 | 1 | 6 | 3 | 10 |
27 | 1 | 6 | 4 | 9 |
28 | 1 | 6 | 5 | 8 |
29 | 1 | 6 | 6 | 7 |
30 | 1 | 6 | 7 | 6 |
31 | 1 | 6 | 8 | 5 |
32 | 1 | 6 | 9 | 4 |
33 | 1 | 6 | 10 | 3 |
34 | 1 | 7 | 2 | 10 |
35 | 1 | 7 | 3 | 9 |
36 | 1 | 7 | 4 | 8 |
37 | 1 | 7 | 5 | 7 |
38 | 1 | 7 | 6 | 6 |
39 | 1 | 7 | 7 | 5 |
40 | 1 | 7 | 8 | 4 |
41 | 1 | 7 | 9 | 3 |
42 | 1 | 7 | 10 | 2 |
43 | 1 | 8 | 1 | 10 |
44 | 1 | 8 | 2 | 9 |
45 | 1 | 8 | 3 | 8 |
46 | 1 | 8 | 4 | 7 |
47 | 1 | 8 | 5 | 6 |
48 | 1 | 8 | 6 | 5 |
49 | 1 | 8 | 7 | 4 |
50 | 1 | 8 | 8 | 3 |
51 | 1 | 8 | 9 | 2 |
52 | 1 | 8 | 10 | 1 |
53 | 1 | 9 | 1 | 9 |
54 | 1 | 9 | 2 | 8 |
55 | 1 | 9 | 3 | 7 |
56 | 1 | 9 | 4 | 6 |
57 | 1 | 9 | 5 | 5 |
58 | 1 | 9 | 6 | 4 |
59 | 1 | 9 | 7 | 3 |
60 | 1 | 9 | 8 | 2 |
61 | 1 | 9 | 9 | 1 |
62 | 1 | 10 | 1 | 8 |
63 | 1 | 10 | 2 | 7 |
64 | 1 | 10 | 3 | 6 |
65 | 1 | 10 | 4 | 5 |
66 | 1 | 10 | 5 | 4 |
67 | 1 | 10 | 6 | 3 |
68 | 1 | 10 | 7 | 2 |
69 | 1 | 10 | 8 | 1 |
70 | 2 | 1 | 7 | 10 |
71 | 2 | 1 | 8 | 9 |
72 | 2 | 1 | 9 | 8 |
73 | 2 | 1 | 10 | 7 |
74 | 2 | 2 | 6 | 10 |
75 | 2 | 2 | 7 | 9 |
76 | 2 | 2 | 8 | 8 |
77 | 2 | 2 | 9 | 7 |
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511 | 8 | 2 | 4 | 6 |
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513 | 8 | 2 | 6 | 4 |
514 | 8 | 2 | 7 | 3 |
515 | 8 | 2 | 8 | 2 |
516 | 8 | 2 | 9 | 1 |
517 | 8 | 3 | 1 | 8 |
518 | 8 | 3 | 2 | 7 |
519 | 8 | 3 | 3 | 6 |
520 | 8 | 3 | 4 | 5 |
521 | 8 | 3 | 5 | 4 |
522 | 8 | 3 | 6 | 3 |
523 | 8 | 3 | 7 | 2 |
524 | 8 | 3 | 8 | 1 |
525 | 8 | 4 | 1 | 7 |
526 | 8 | 4 | 2 | 6 |
527 | 8 | 4 | 3 | 5 |
528 | 8 | 4 | 4 | 4 |
529 | 8 | 4 | 5 | 3 |
530 | 8 | 4 | 6 | 2 |
531 | 8 | 4 | 7 | 1 |
532 | 8 | 5 | 1 | 6 |
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534 | 8 | 5 | 3 | 4 |
535 | 8 | 5 | 4 | 3 |
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539 | 8 | 6 | 2 | 4 |
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541 | 8 | 6 | 4 | 2 |
542 | 8 | 6 | 5 | 1 |
543 | 8 | 7 | 1 | 4 |
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545 | 8 | 7 | 3 | 2 |
546 | 8 | 7 | 4 | 1 |
547 | 8 | 8 | 1 | 3 |
548 | 8 | 8 | 2 | 2 |
549 | 8 | 8 | 3 | 1 |
550 | 8 | 9 | 1 | 2 |
551 | 8 | 9 | 2 | 1 |
552 | 8 | 10 | 1 | 1 |
553 | 9 | 1 | 1 | 9 |
554 | 9 | 1 | 2 | 8 |
555 | 9 | 1 | 3 | 7 |
556 | 9 | 1 | 4 | 6 |
557 | 9 | 1 | 5 | 5 |
558 | 9 | 1 | 6 | 4 |
559 | 9 | 1 | 7 | 3 |
560 | 9 | 1 | 8 | 2 |
561 | 9 | 1 | 9 | 1 |
562 | 9 | 2 | 1 | 8 |
563 | 9 | 2 | 2 | 7 |
564 | 9 | 2 | 3 | 6 |
565 | 9 | 2 | 4 | 5 |
566 | 9 | 2 | 5 | 4 |
567 | 9 | 2 | 6 | 3 |
568 | 9 | 2 | 7 | 2 |
569 | 9 | 2 | 8 | 1 |
570 | 9 | 3 | 1 | 7 |
571 | 9 | 3 | 2 | 6 |
572 | 9 | 3 | 3 | 5 |
573 | 9 | 3 | 4 | 4 |
574 | 9 | 3 | 5 | 3 |
575 | 9 | 3 | 6 | 2 |
576 | 9 | 3 | 7 | 1 |
577 | 9 | 4 | 1 | 6 |
578 | 9 | 4 | 2 | 5 |
579 | 9 | 4 | 3 | 4 |
580 | 9 | 4 | 4 | 3 |
581 | 9 | 4 | 5 | 2 |
582 | 9 | 4 | 6 | 1 |
583 | 9 | 5 | 1 | 5 |
584 | 9 | 5 | 2 | 4 |
585 | 9 | 5 | 3 | 3 |
586 | 9 | 5 | 4 | 2 |
587 | 9 | 5 | 5 | 1 |
588 | 9 | 6 | 1 | 4 |
589 | 9 | 6 | 2 | 3 |
590 | 9 | 6 | 3 | 2 |
591 | 9 | 6 | 4 | 1 |
592 | 9 | 7 | 1 | 3 |
593 | 9 | 7 | 2 | 2 |
594 | 9 | 7 | 3 | 1 |
595 | 9 | 8 | 1 | 2 |
596 | 9 | 8 | 2 | 1 |
597 | 9 | 9 | 1 | 1 |
598 | 10 | 1 | 1 | 8 |
599 | 10 | 1 | 2 | 7 |
600 | 10 | 1 | 3 | 6 |
601 | 10 | 1 | 4 | 5 |
602 | 10 | 1 | 5 | 4 |
603 | 10 | 1 | 6 | 3 |
604 | 10 | 1 | 7 | 2 |
605 | 10 | 1 | 8 | 1 |
606 | 10 | 2 | 1 | 7 |
607 | 10 | 2 | 2 | 6 |
608 | 10 | 2 | 3 | 5 |
609 | 10 | 2 | 4 | 4 |
610 | 10 | 2 | 5 | 3 |
611 | 10 | 2 | 6 | 2 |
612 | 10 | 2 | 7 | 1 |
613 | 10 | 3 | 1 | 6 |
614 | 10 | 3 | 2 | 5 |
615 | 10 | 3 | 3 | 4 |
616 | 10 | 3 | 4 | 3 |
617 | 10 | 3 | 5 | 2 |
618 | 10 | 3 | 6 | 1 |
619 | 10 | 4 | 1 | 5 |
620 | 10 | 4 | 2 | 4 |
621 | 10 | 4 | 3 | 3 |
622 | 10 | 4 | 4 | 2 |
623 | 10 | 4 | 5 | 1 |
624 | 10 | 5 | 1 | 4 |
625 | 10 | 5 | 2 | 3 |
626 | 10 | 5 | 3 | 2 |
627 | 10 | 5 | 4 | 1 |
628 | 10 | 6 | 1 | 3 |
629 | 10 | 6 | 2 | 2 |
630 | 10 | 6 | 3 | 1 |
631 | 10 | 7 | 1 | 2 |
632 | 10 | 7 | 2 | 1 |
633 | 10 | 8 | 1 | 1 |
Happy?
What about combat? It's a series of actions, the results of which are determined just like any other action. Why should a significant proportion of the rules cover an action that is actually very rare in the lives of most people?
As mentioned elsewhere, modern role-playing games evolved from wargames which are necessarily designed to model combat above all else. As a result many RPGs seem to spend an inordinate amount of effort into carefully modelling various aspects of the art of killing someone before they kill you.
But it really isn't necessary. You can model a fight just as well as you can model tiling a bathroom. The GeekMod could declare the entire action as a single test to determine [who won/whether the tiling looks good]. Or they could make it an extended action. Or they could break the action down into many separate tests for each [round of combat/placement of tile] and describe results as the action progresses. If you find that level of detail entertaining, then by all means go ahead and describe every nuance of the action. But the mechanics of the tests are still exactly the same.