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Thu Oct 11 09:22:15 EDT 2018
Slept from ten-thirty to six-thirty.
Briefly woke once in the night.
High of fifty-six and mostly cloudy today.
Work:
- Review tickets
Done.
- Review invoices
Done.
Brisk twenty-minute walk at lunch.
Pleasantly cool and mostly cloudy.
Saw a turnkey vulture getting a little muscled-around by the wind.
Home:
- Check mail for Toyota paperwork.
Done. Nothing yet.
What if we thought about web app development in a less generalized way.
Don't try to make a general, reusable solution.
Make a specific, one-off art piece.
From memory, the D&D the house rules I can remember/think are important:
- Use spells, monsters, and magic items from OSRIC/AD&D. The following house rules replace the player character rules, making for more Basic/LBB-type play.
- Roll 3d6 for each ability in order. Swap any two scores.
- Use ability bonuses only outside of combat.
- Classes: fighter, magic-user, cleric.
- Races: humans, elves, dwarves.
- All classes use the Cleric advancement table for XP per level purposes.
- Fighters and monsters (unless otherwise noted) use d8 hit dice. Magic-users, clerics, and elves use d6 hit dice.
- All characters start with maximum hit points at first level.
- Dwarves act as fighters. They suffer a 50% XP penalty after level three. They make saving throws as if they were four levels higher. Dwarves know about metalwork, stonework, engineering, and notice secret doors simply by passing near them on 1–2 in 6.
- Elves use any armor or weapons and cast spells like magic users. They suffer a 50% XP penalty. They attack and roll hit dice like magic-users rather than fighters. Elves ignore charm, hold, paralysis, and sleep effects.
- When magic-users gain access to a new level of spells, they choose one spell and roll another spell at random. Knowledge of any other spells comes through research or finding scrolls during adventures.
- Clerics get spells at first level, but Turn Undead is a spell not a class ability.
- Each morning, following prayers, any empty spell slots of a cleric are filled with _random spells_ of the appropriate level. Clerics do not select their spells. However, during play, a cleric may swap out any spell for either Cure Light Wounds or Turn Undead.
- Use ascending armor class. Naked is AC 10, plate is AC 18. Convert descending AC to ascending AC by subtracting from 20.
- When attacking, add the Attack Bonus to a d20 roll to hit. A monster's attack bonus equals its hit dice (up to +9). A fighter's attack bonus equals their hit dice + 1 (up to +10). For clerics, magic-users, and elves, levels 1–3 = +1, levels 4–6 = +2, and levels 7 and higher = +3.
- Weapons wielded by clerics, magic-users, and elves deal d6 damage. Weapons wielded by fighters seal d8 damage.
- Only finding treasure gives XP. 1 gp = 1 XP. Killing monsters gives no experience.
- Clerics brew potions. Magic-user make both potions and scrolls. The few days per week between dungeon delves allows enough time to make one potion or scroll. A scroll or potion costs 100gp for a first-level spell; the cost doubles for each additional spell level.
- A 1 on d20 to-hit roll breaks a non-magical weapon. (Magical weapons break on a second 1 in d20 roll.)
https://en.wiktionary.org/wiki/skewampus#English
https://en.wiktionary.org/wiki/wampish#English
Vacuumed, washed dishes.
Systemd you are slow.
Add to `/etc/systemd/system.conf`:
```
DefaultTimeoutStartSec=20s
DefaultTimeoutStopSec=20s
```
Now that Google's winding down G+, a lot of my D&D people are staking out territory on mewe.com.
I created an account.
Servings: grains 3/6, fruit 4/4, vegetables 4/4, dairy 2/2, meat 1/3.
Breakfast: yogurt, carrots, apple, coffee
Lunch: orange, tomato, carrots, toast with peanut butter and raspberries, skim milk
Dinner: Thai
149/91
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