7th Sea 2nd Edition
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@deadculture Yes, it has them and they cover basically everything, including swordsman schools and magic. You get a few from your backgrounds, and then can buy some more at variable cost.
The CG itself is perfectly fine, I'd say dramatically improved over 1E's ridiculously complex and min-maxable approach.
The problem is that the swordsman schools themselves basically triple-quadruple your effectiveness in combat, as you go from 'spend a raise to do a wound' to 'spend a raise to do wounds equal to your weapon skill and/or get some awesome secondary effect too.' Despite the fact that the game lets you use raises from basically any skill to fight (ie, you can DK a barrel at someone with athletics, intimidate some mooks away, etc), there are really no equivalents to this major ramp-up for non-combat approaches.
Also guns are kind of broken.
@faraday Yes, considering that I'm talking about 2E, I'm familiar with the roll system. There was confusion between Theno talking about his existing 1E at the same time as discussion of the new system.
For either of you, I'm not entirely sure why it's unsolvable. Just doing some napkin versions, I see that you can end up with algorithms that won't give you necessarily the same sets, but I haven't found a situation where you end up with a different number of raises.. The only possible rules impact is that you can end up with versions that will prefer to use up all the dice versus ones that will leave some unused, but couldn't that just be a roll toggle? I'd love to see an example of a roll that would confound a simple algorithm (like sort, for each find lowest that gives you >=10, if you don't, add on the lowest and do it again)?
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There was a reason I abandoned that kind of sort, and I can't remember right now what it was. Perhaps it was because it's a balance between very occasionally getting another raise if you sort a different way, vs. very occasionally denying the GM leftover dice. For the latter, you have to purposefully be inefficient.
Without a single sorting mechanism, or even one and a half, I threw my hands up and uttered an unsubtle "fuck it". There's a thread about it somewhere, possibly in the code section.
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@bored said in 7th Sea 2nd Edition:
@faraday
For either of you, I'm not entirely sure why it's unsolvable.See this thread. If you can do better, knock yourself out. I'm sure @Thenomain will have some kind of prize or something Probably
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To answer the other question:
@deadculture said in 7th Sea 2nd Edition:
...What amount of asking/begging would it take for you to have a second go at the 1e? Or paying, I suppose!
When I'm done with WoD Mage the Awakening v2 code, perhaps. You know, some years from now.
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@faraday I guess I'm still not getting it. Part of it is exactly what you point out in that thread, that the game doesn't require you to make most efficient combinations, so a greedy algorithm is OK?
Then again, the thread also hits on the other problem with 2E, that ultimately for all the complicated dice system, the results are very predictable and not very interesting. You could completely ignore the dice rolls and just assign people dice/2 +/- 1 raises with the proper probability distribution.
So a dice roller that was 90% true to the dice would still get you results so close to identical that no one would know the difference.
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@bored I think @Thenomain pointed it out somewhere else, but a greedy algorithm doesn't necessarily minimize unused dice that the GM could snag and use against you. So what you want is basically a "maximize raises while minimizing unused dice" algorithm, and that's not straightforward.
Given a library that helped you with permutations (off limits for Griatch's challenge) and a real programming language that could handle deep recursion without choking and dying, I'm guessing you could do it. But I would shudder to even try to implement my already imperfect algorithm in MUSHcode, let alone a more sophisticated one.
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This thread for coding the roller. At this point, go ahead and ignore the initial requirements, as we are getting Python options too.