Ah Dragon Dice... I still use the dice bags from that. Nostalgia aside, the biggest problems you're going to encounter is when you hit the difference between players and their characters. With Diplomacy/Bluff it's easy to roll and if the results don't match the RP you can say that the character just said it a certain way or that the target took it just the right way. When you play a game, especially one that uses the Bluff skill or the more specialized Knowledge(Gambling) or Knowledge(Games), or even Sense Motive and use a real representation you're taking the power from the skills. A player can't be coached or play better than they could normally. They can't be told how to anticipate without tipping off other players what's going on. So unfortunately these games become more like attack rolls but with GP instead of HP at stake.
But! If the rolls aren't important, some simple games include Blackjack, Pirate Dice (to refer to the Pirates of the Caribbean movies), and Baccarat for quick play
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2. Text based adventure game navigationI would separate the data from the navigation; have variables for a state. That way, as you expand your game, if you decide to change something about the interface, it's in one spot instead instead of mixed in with the data.The state I used is contained in where and it's an index to the table map; when it goes nil, it exits the programme. Also inventory is a state list, but it is not used, yet. I used the tutorials at:
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3. What non-explicitly-psionic Prestige Classess advance psionic manifesting?There are a small number of classes that allow you to progress all class features of a previous class, without reservation (the uncanny trickster, for example, or the legacy Champion). They're probably not what you're looking for, though, as they pretty much all involve losing a level or two along the way. If you really don't like any of the available psionic classes, you might want to consider just going back to your base class.
Alternately, you could use one of the generic progress classes to continue to progress Cerebremancer itself, and try to get both sides of your progression. You might need to talk with your DM about that one
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4. Count where two or more columns in a row are over a certain value basketball, double double, triple doubleJust want to leave a variation of @Craig Ringers version here I found by accident, maybe it is useful for someone in the future.Instead of multiple UNION ALL's it uses unnest and array. Source for inspiration: com/questions/1128737/unpivot-and-postgresqlSQL Fiddle:
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5. More Fields or multiple tablesIf your queries know beforehand which type of game you're refering to, and you are only having one game per query, the cleanest way is most probably to have different surrogate-tables for different games, and always JOIN the main table with the one specific for your type of game.For instance, you would have a table for all the different types of games:A table for players (and probably for leagues, seaons, etc.)Your matches table:And then, for each specific game type, a table with all the columns that makes sense: So, let's image there is a match of "straight pool" on 1st Jan 2017, between players 1 and 2. You would add data to two tables:And the way you would perform your queries would most probably be:dbfiddle here
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6. Is this an appropriate place for Nikoli-style pencil puzzles and games?Puzzles are not on topic here per our FAQ.I'm not familiar with Nikoli puzzles/games. A brief googling led me to what is perhaps the company site. It looks like strictly puzzles to me, although I admit I didn't look extensively.We have previously defined what games are on topic. The short list is that the game must:In general puzzles fail the third test as they are done solo without randomization and that keeps them from qualifying here.
If there are further details about Nikoli-style puzzles & games, please comment or expand upon the question. Thanks!
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7. When the rules bog you down, how do you see past them?Give story mechanical clout itself. One method I've used is to have players recount the events of play so far as a story at an altar. If they did so, they got some free healing. I'm sure you could adjust this for other settings.
Another is from the Riddle of Steel RPG, where characters get bonuses to all rolls while they're pursuing things they care about (as established by the player writing them down on the character sheet)
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8. Board Gaming Coffee Table?The slide open option would only give you the cellar on the middle half. The clamshell would need a weird support. Instead, take the clamshell idea, cut it in half, and have two of them opposing each other. The two sides would balance each other, so no additional supports would be needed, though it will have some risk of tipping if someone leans hard on an end.For the additional space for drinks, etc, cut t-tracks all along both long edges and make attachments that fit into them
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9. What are the notable differences between Paranoia XP and Paranoia Troubleshooters?The most noteworthy rules difference is the return of treason points. Paranoia XP had an adaptation of the combat system for making accusations of treason (the General Hostility Formula.) Troubleshooters removes this, returning to the "assignment of treason points, with summary execution upon debriefing" model from previous editions.
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10. Rolling BOND: which bonds count?The language is specific but understated:When a move has you rollBOND you'll count the number of bonds you have with the character in question and add that to the roll.It doesn't count the number of bonds you have "with each other" or "that the characters share", it's specifically the number of bonds you have with that character, unidirectional.Like its predecessor Hx (in Apocalypse World), bonds are intentionally asymmetrical. Sometimes you have more strings on them than they have on you, and vice versa.So when A aids B it's roll1, not roll2.(This hooks into the motivational structure of the gameif you want more BOND with someone, you have to want to create new bonds with them, thereby motivating you to add to the party's situation and history. Put another way, in in-fiction terms: you have to put work into your side of the relationship, not just ride on whatever they're bringing to the table.
).
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11. Is it bad UX to switch between galleries in a dialog window?Need more context on what the outer galleries are, but you could try using tabs for the user to switch between galleries (while keeping the way you have to navigate within the gallery. It might make the user feel more comfortable since they will be seeing all the galleries available at a glance and tabs seem to be a more structured navigation
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12. Are general statistics or dice questions on topic?As the original poster I was quiet surprised that the question had been closed so longer after it had been answered... And both answers where good and useful. From the above I see this argument breaking into two:This is fine but to me, it sounds like squabbling over semantics. Would the following questions be on or off topic?"I am designing a RPG system and want to know if someone had done some
statistics on a wide range of dice
rolls?""I does anyone know if someone had done some statistics on a wide range
of dice rolls?"In my opinion, they are the same question, phrased differently. However, the first one would be on topic, the second not. Am I right?
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13. How do I rein in a player who talks over my descriptions?As always, first call the two of them (again) and explain that this is being disruptive to the game. If they really want to talk off-game I'd suggest giving them some freedom at first and maybe let them adapt slowly to 0 off-game chat. How deadly are your encounters? They are probably very attached to their characters and are scared to lose them if they only do that before an encounter. If this doesn't help, give them no chance to talk off-game, have them surprised by a creature or a group of enemies that will attack them before you even narrate they are there. There's no time to talk when there's alredy an arrow in your chest
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14. Simplifying factorials in the Bessel polynomialsIn my humble opinion, computing first
$$b_klog(Gamma(Nk1))-klog(2)-log(Gamma(k1))-log(Gamma(N-k1))$$ using the LnGamma(x) function could be a way.Then, $a_ke^b_k$.
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15. Probability of Game Outcomes (with ties!)I've figured out how to do this in O(n^3) time (where n is the number of games):Use a 4-dimensional array: probabilityOfOutcomegamesLookedAtwinslossestiesInitially, we have "looked at" zero games. After looking at zero games, there is a 100% probability of being 0-0-0, so set:probabilityOfOutcome0000 1;"Look at" one additional game at a time, basing each outcome probability on the last step:for every outcome in probabilityOfOutcomeg-1: For g games, there will be (g^2 3g 2)/2 possible outcomes, and you will have to iterate over g games... therefore O(g^3) I can go into more detail with the for-loop if people still need clarification (it is actually a triple nested for-loop in practice).:-)
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16. Next steps after exploiting blind SQL injectionIt looks to me like you explored this one pretty well. But pentesting means enumeration, enumeration, enumeration. So if you want to go deeper you should also try to find out everything you can around other potential attack vectors. Web server paths and the like. Maybe you find an admin logon page. Can you fully enumerate the db? What about user tables and passwords?That said, you wouldn't be the first one who can't turn a SQL injection vuln into a reverse shell. If you can fully enumerate the DB that is already a pretty significant breach of the target
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17. How can we use multiple Carcassonne expansions without the game taking forever?Another method we used in our games, which also cuts down on randomness is to give each player a "hand of tiles" three was the optimal number for us from which they can use one each time. Theoretically, that's increasing the number of options for play, but it actually tends to focus people one one "good" move which they pick before their turn
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18. How can I complete Omega: Packages For Ish?If you don't mind messing around with save files, there is an out-of-game solution for marking this assignment complete. You will need Mass Effect 2 Save Editor.Not my solution. I found it elsewhere and it worked for me. Make backups first.Source:
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19. Server Based High ScoresYou can implement a function that will run as a callback when the player's score changes, this function can open a socket and send the required data to the server. I don't think it is necessary to do this asynchronously since the player's score is usually an integer (4 bytes) so sending it to the server won't be a great deal (along with the bytes of the protocol you are using, if you are using one).The only case you need to do it in async is when there are lots of people sending data simultaneously and your server doesn't have enough unused connections to accept another incoming request, thus blocking the client (your game).
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20. If I score a critical hit on an 18 or higher, what are my chances of getting a critical hit if I roll 3d20?If p is the probability of a crit on a single roll, then 1-(1-p)^N is the probability of at least one crit on N rolls.so for N3 and p3/20, P38.6%For a critical hit range of 17-20, P48.8% (WOW!)
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21. What can I do to help a player not make antagonistic characters?There are probably several ways to do this. The one that I found effective was to create a few characters - over several campaigns - that were deliberately different from my default style. That broadened my role-playing ability considerably. So this player might create a character who specialises in accommodating other people's needs and desires, and finding ways to fulfil them. This is probably going to be quite a selfless character, not especially interested in their own desires. This character is different enough from what seems to be his usual style that it should be obvious to him, and the other players, when he's deviating from it. A question like "Would your character really do that?" would be a signal that he's slipping. As for what that character does in the adventure, that would depend on the game and the setting
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Please contact customer service":"L'utente è fuori servizio. Si prega di contattare il servizio clienti","This is Text":"Questo è testo.","This is title":"Questo è il titolo","This transaction has failed.":"Questa transazione ha fallito.","Time to shop":"Tempo per fare acquisti","To be commented":"Essere commentato","Total":"Totale","the content can not be blank":"Il contenuto non può essere vuoto","Update password success":"Aggiorna il successo della password","Upload Image":"Carica immagine","Upload up to 6 pictures":"Carica fino a 6 immagini","uploading":"Carica","used":"Usato","user center":"Centro utente","Validity period":"Periodo di validità","valid now":"Valido ora","View Cart & Checkout":"Visualizza il carrello","Welcome to the website":"Benvenuto nel sito web","Western Union":"Western Union","Write a Review":"Scrivere una recensione","You are got a coupon.":"Hai un coupon.","You haven’t chosen an address yet":"Non hai ancora scelto un indirizzo","You haven’t selected a product yet":"Non hai ancora selezionato un prodotto","Your rating":"Il tuo punteggio","Your review":"Il tuo commento","Your shipping address error":"Il tuo errore dell'indirizzo di spedizione"}}