Satanic Math
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Source (Mastodon)
She may buy into hype but still thinks for herself
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And it doesn’t even add up to the number of the beast!
Could you imagine doing 666 damage in one turn? I’d be riding that high for weeks.
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Source (Mastodon)
Perception check passed, grandma
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Source (Mastodon)
D&D players aren’t satanists. They’re much worse. They’re math addicts.
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Source (Mastodon)
IMO, math is the work of the devil…
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And it doesn’t even add up to the number of the beast!
And then, In nomine satanis/Magna Veritasuse a D666
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She may buy into hype but still thinks for herself
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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Speaking as a Satanist studying computational fluid dynamics…
Need a DM?
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Source (Mastodon)
I guess it’s like saying gambling is just math. You should sit in on her next bingo session or trip to the Indian casino. except you’re not winning money.
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A friend calls it “narrative gambling”, because eventually we’re all throwing dice and hoping it doesn’t “ruin” us.
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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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Clearly math is satanic
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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Clearly math is satanic
They’re using Arabic numerals! It’s obviously all a devilish ploy to subvert our pure Christian souls!
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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.
You should check out GURPS. Its 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 stats, skills, spells, and perks. You can even gain more points by taking quirks.
You roll 3d6 for everything. Your 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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Could you imagine doing 666 damage in one turn? I’d be riding that high for weeks.
Weeks? More like decades.
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Good point, actually. Seems like these days, a lot of people wouldn’t change their opinion after seeing what this grandma saw.
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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And then, In nomine satanis/Magna Veritasuse a D666
Knock #2 by the merry mushmen has a set of actual d666 tables for generating a pact with a devil.
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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.
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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You should check out GURPS. Its 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 stats, skills, spells, and perks. You can even gain more points by taking quirks.
You roll 3d6 for everything. Your 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.
Ooo, that sounds awesome! Thank you for sharing!
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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.
Oh wow, it sounds so much simpler and easier. Thanks for expanding on the other person’s point!