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[X] Langevin
[X] The summaries of Yumehara's A History
[X] Tobirama's Treatise on the Second Shinobi World War
[X] Hiruzen's Diary of the Third Shinobi World War
[X] [Rollback] Chapter 159

I haven't had time to investigate systems yet, and/or play enough to get an idea of what they should feel like, so, uh, I'll leave that in more competent hands.
 
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[x] Lore Update: Scenes from Konoha's Chunin Exams
[x] Lore Update: Jiraiya reminisces about Naruto
[x] Lore Update: Shikamaru's lovestruck assistant hears he might get married to Keiko
[X] The summaries of Yumehara's A History
[X] Tobirama's Treatise on the Second Shinobi World War
[X] Hiruzen's Diary of the Third Shinobi World War

Don't have much experience with roleplay systems, but from what I can see there are two layers to making this work. Take the Skywalkers, flight derived from a defensive seal. You could try to build them as a Flight power given that that's exactly what they do for you, but as stated they're derived from a defensive seal and could instead be working off of some Barrier power. Basically there's going to be a divide between the system and the world and finding out where and how big that divide is is going to be crucial for the purposes of minimizing QM stress while maximizing MfD-ness.
 
Just thought of another that could maybe work: Basic Roleplaying - Chaosium's generic rpg that they used as the basis for Call of Cthulu, Stormbringer, and ElfQuest. Simple to run, reasonably quick, and not loaded with ridiculous complexity.
 
[x] Lore Update: Scenes from Konoha's Chunin Exams
[x] Lore Update: Jiraiya reminisces about Naruto
[x] Lore Update: Anything involving inscrutable Nara conversations
[x] Lore Update: More about Noburi's clan and how they react to him coming to the Chunin Exams
[x] Lore Update: More about Hazo's clan and how they react to him coming to the Chunin Exams
[x] Lore Update: Boom Boom Paradise: A horrible, in universe Kagome self-insert fic where he plays the role of the hero of the Elemental Nations, uniting people and bringing happiness to everyone with explosives
[x] Lore Update: Canon Team 7 does stuff

[x] [Rollback] Chapter 159
 
So, here are my main concerns with transitioning to a new system:
  1. Breadth of power levels
  2. Bell curve of dice rolls
  3. Simulationism vs. Narrativism
Each of these crosses over to some extent with the others.

1: Many systems have very constrained power levels. D&D (et al) is generally contstrained from 1 to 20. World of Darkness has dice rolls that are constrained fairly stringently between 7 and 15 for a competent character. GURPS has no real benefit to going above skill level 17 without excesses like targetting specific body parts (which adds to QM load), because you roll 3d6 to meet your skill level, and 18 is autofail (which is also bad). By this metric these systems have difficulty representing large differences in skill level.

2: While the large number of dice rolled and formula have their own problems, they do serve to a) average out dice rolls over high skill levels, and the formula b)Make the numbers actually usable. On the other hand, systems with simple single-die (d20, d6, etc.) resolution mechanics, in combination with stuff like autofails and autosuccesses which I dislike greatly, particularly in simulationist storytelling, are mechanics designed to make large complications and grand successes a relatively-frequent affair. Which is fine for roleplaying, but less so here. Systems like White Wolf's World of Darkness, and to a lesser extent Shadowrun have the issue of granularity in results: They measure the number of dice thrown that exceed a given value. This means that any results below that value are disregarded, so it's relatively-easy to roll low on a bunch of dice and strike out.

3: This is one of the bigger problems I see. I doubt we will find a game system designed to be simulationist, so everything within the systems will be tinged with narrativist conventions, from the dice rolling mechanics themselves, to critical failures and successes, to the way abilities are designed. I'm not sure how this disconnect can be resolved.
 
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I think that y'all need to remember that one of the biggest reasons why you want to switch systems is because of complexity of combat and for the most part you're not really going to make it any easier by changing systems. You're still going to have to do all the emulation that you have to do under the current system. You're still going to have to spend time creating a pile of characters. The Quest format just isn't great at handling combat in general and is especially poor at handling larger combats; I don't really think there's much you can do to deal with that without turning combat encounters into extremely long and very involved events. That being said, I do see a lot of benefits for switching over to something like Mutants & Masterminds. It provides you with some good tools to simplify the construction of new opponents, it's pretty good at handling scaling, and it's not particularly complex. I would like to briefly point out that I don't think that the argument that M&M is too narrativist really holds water - if you strip out all the fluff, there's not really any part that sticks out as not being good at simulated a world.
 
So, here are my main concerns with transitioning to a new system:
  1. Breadth of power levels
  2. Bell curve of dice rolls
  3. Simulationism vs. Narrativism
Each of these crosses over to some extent with the others.

1: Many systems have very constrained power levels. D&D (et al) is generally contstrained from 1 to 20. World of Darkness has dice rolls that are constrained fairly stringently between 7 and 15 for a competent character. GURPS has no real benefit to going above skill level 17 without excesses like targetting specific body parts (which adds to QM load), because you roll 3d6 to meet your skill level, and 18 is autofail (which is also bad). By this metric these systems have difficulty representing large differences in skill level.

2: While the large number of dice rolled and formula have their own problems, they do serve to a) average out dice rolls over high skill levels, and the formula b)Make the numbers actually usable. On the other hand, systems with simple single-die (d20, d6, etc.) resolution mechanics, in combination with stuff like autofails and autosuccesses which I dislike greatly, particularly in simulationist storytelling, are mechanics designed to make large complications and grand successes a relatively-frequent affair. Which is fine for roleplaying, but less so here. Systems like White Wolf's World of Darkness, and to a lesser extent Shadowrun have the issue of granularity in results: They measure the number of dice thrown that exceed a given value. This means that any results below that value are disregarded, so it's relatively-easy to roll low on a bunch of dice and strike out.

3: This is one of the bigger problems I see. I doubt we will find a game system designed to be simulationist, so everything within the systems will be tinged with narrativist conventions, from the dice rolling mechanics themselves, to critical failures and successes, to the way abilities are designed. I'm not sure how this disconnect can be resolved.
I've always been a fan of large numbers of dice, both because they make things more predictable and allow for a wider power spread, but also because it's fun.

As to simulationism vs narrativism, I contend that is mostly down to the GM. If we're being honest, MfD is terrible for simulationism -- as one simple example, there's no way to do anything you haven't specifically trained in. In most systems you can call back to stats, but not here. There's also no way to answer questions like "can Hazō jump from here to the tower?", so it becomes pure narrativity.

The quest is simulationist because we make it simulationist, not because the mechanics necessarily make that easy.
 
I would like to briefly point out that I don't think that the argument that M&M is too narrativist really holds water - if you strip out all the fluff, there's not really any part that sticks out as not being good at simulated a world.
My concern is with d20 systems overall. 5% is not a particularly granular scale, and adding flat numbers to that and using flat defense values feels kind of eeeh.
I've always been a fan of large numbers of dice, both because they make things more predictable and allow for a wider power spread, but also because it's fun.
Same.
As to simulationism vs narrativism, I contend that is mostly down to the GM. If we're being honest, MfD is terrible for simulationism -- as one simple example, there's no way to do anything you haven't specifically trained in. In most systems you can call back to stats, but not here. There's also no way to answer questions like "can Hazō jump from here to the tower?", so it becomes pure narrativity.

The quest is simulationist because we make it simulationist, not because the mechanics necessarily make that easy.
That's a fair point. I hadn't really considered it that way.
 
My concern is with d20 systems overall. 5% is not a particularly granular scale, and adding flat numbers to that and using flat defense values feels kind of eeeh.

Eh, it's plenty granular. Using flat bonuses and defenses is actually probably better from a simulationist perspective compared to rolling against someone. A jounin should probably literally never lose to a genin, and that is perfectly possible in any system based around rolling a truck full of numbers. Crit failing and succeeding exists in any system based around mass die rolling whereas you can fairly trivially remove it from a system like M&M. The math is also very easy to work out with a d20 system - it's a lot more exact to figure out how good we are at different things, compared to other people, and how good we need to be in order to consistently beat somebody.
 
*Clearly* we need to design a new system from the ground up to be able to handle a wide range of cases realistically. In fact, I've been working on just such a-

*gets divebombed by a screeching birdduke*

In truth me and my friends got to point of being angry with playing systems that they were to complex or to simply, that i literally got the World of Darkness (Vampire the Masquerade nonetheless) system, turned it into a fully combat oriented thing. Man that thing became so simple and at the same time so awesome that we literally did mass combat rolling a unique dice, a d10, and we add thing like. Hit is Brawl and Dexterity, moving was dexterity and athletics. The Character sheet is complex enough that you can do a lot of combination, and the simple enough that you can put a LOT of homebrew things on it.

If you want somenthing like that, i can discuss it with you.
 
Eh, it's plenty granular. Using flat bonuses and defenses is actually probably better from a simulationist perspective compared to rolling against someone. A jounin should probably literally never lose to a genin, and that is perfectly possible in any system based around rolling a truck full of numbers.
Not particularly. A solid genin is rolling 25s at most. A solid jounin is rolling 60s. Even if the genin got 100 on every die, they wouldn't hit the average number a jounin rolled.

In truth me and my friends got to point of being angry with playing systems that they were to complex or to simply, that i literally got the World of Darkness (Vampire the Masquerade nonetheless) system, turned it into a fully combat oriented thing. Man that thing became so simple and at the same time so awesome that we literally did mass combat rolling a unique dice, a d10, and we add thing like. Hit is Brawl and Dexterity, moving was dexterity and athletics. The Character sheet is complex enough that you can do a lot of combination, and the simple enough that you can put a LOT of homebrew things on it.

If you want somenthing like that, i can discuss it with you.
Personally, I'm very ehh on World of Darkness. The low number of dice in combination with the static success measure (rolling 8, 9, or 10 to succeed) in combination with the critical failure rules just irks me. Fluff is cool, though.
 
Not particularly. A solid genin is rolling 25s at most. A solid jounin is rolling 60s. Even if the genin got 100 on every die, they wouldn't hit the average number a jounin rolled.

Personally, I'm very ehh on World of Darkness. The low number of dice in combination with the static success measure (rolling 8, 9, or 10 to succeed) in combination with the critical failure rules just irks me. Fluff is cool, though.

You can simple change it, other rolling success and fails, you basically rolls for the numbers, so lets say Hazo will use roki? He has to roll deception, so deception would be (in the case of roki) Manipulation + Performance, let's say Hazo is good at manipulation (faking body language) and Perfomance (Iron Nerve body control) so he rolls all his dice and add the numbers total. The other person would roll them Perception + Alertness to "see through" roki.

Roki would get it's own tab on the discipline tab and it's maximum bonus would be determined by Manipulation + Performance, so if hazo doesn't level up these two stats, he can't go up on the roki tree.

About seal crafting we would use Intelligence + Ocultism to determine the maximum of what hazo com have, and the maximum dices his seals would have would be determined by his sealcrafting.

So let's say hazo builds a seal that has a deception as focus, ie, smoke bomb, and he has 10 in sealcrafting? Well, the decepction rolls of his seal would be 10 dice (added rolls) against the person Alertness + Percepction, if the person don't pass, we deduct that dice from his perception roll.
 
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Not particularly. A solid genin is rolling 25s at most. A solid jounin is rolling 60s. Even if the genin got 100 on every die, they wouldn't hit the average number a jounin rolled.


Personally, I'm very ehh on World of Darkness. The low number of dice in combination with the static success measure (rolling 8, 9, or 10 to succeed) in combination with the critical failure rules just irks me. Fluff is cool, though.

I mean, you're right that a genin doesn't beat the average roll of a jounin. However, it's not outside the realm of possibility for a genin to roll very high and a jounin to roll low and this causes the genin to win. That's pretty much the definition of a crit fail for the jounin; he had a low probability event that made him fail at something that he otherwise should never fail at.

Note that new World of Darkness (now branded as Chronicles of Darkness for weird licensing reasons) avoids those issues by completely axing the botch system. I also don't believe that anybody is advocating use of the WoD system, so I'm kinda confused by why you're pointing this out. World of Darkness is pretty obviously not really what Marked for Death is about.
 
In truth me and my friends got to point of being angry with playing systems that they were to complex or to simply, that i literally got the World of Darkness (Vampire the Masquerade nonetheless) system, turned it into a fully combat oriented thing. Man that thing became so simple and at the same time so awesome that we literally did mass combat rolling a unique dice, a d10, and we add thing like. Hit is Brawl and Dexterity, moving was dexterity and athletics. The Character sheet is complex enough that you can do a lot of combination, and the simple enough that you can put a LOT of homebrew things on it.

If you want somenthing like that, i can discuss it with you.
That sounds a lot like what I'm already designing actually. We should totally talk about it when my version is a little better fleshed out.
 
I also don't believe that anybody is advocating use of the WoD system, so I'm kinda confused by why you're pointing this out. World of Darkness is pretty obviously not really what Marked for Death is about.
Malevolo is, just above.

That said, something someone pointed out on discord is that if we wanted to try to make our own system, elo would make an excellent approximation of skill. @eaglejarl @Velorien @OliWhail
 
That sounds a lot like what I'm already designing actually. We should totally talk about it when my version is a little better fleshed out.

I think the only problem i really did have was fleshing out the Health part, so i did with some health multiplier depending int the type of fighting style each character had and used the Stamina as a basis, another thing was that you used the Life Points to use your abilities, so you compromised your health. In the case of Chakra we could build a Chakra Coils stat and use the wits as a multiplier, so you get more chakra control the more wits you have.
 
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Thought on reset:

Chapter 159 would have the advantage of us rethinking about our entire approach to the swamp thing. And making sure we don't waste much chakra on building a fort or making too many unnecessary seals. We may want to cease looking for the last teammate and use our scout to actively scout the enemy.

However, it is unlikely we'll roll the same exact situation, for ill or good. We might be facing a larger or lower amount of enemies.

Chapter 160 would let us react optimally to the situation we found ourselves in, but we'll be low on chakra and have the disadvantage of fighting in the mist.
 
Designing our own system is going to result in us going through this whole song and dance all over again. We should choose a system that has at least had a modicum of playtesting applied to it, rather than putting ourselves back into a situation where we're dealing with a system that we dreamt up and that happens to have tons and tons of problems littering it.
 
Elo, as in the system for rating chess / go players?
Correct. I was informed that it is an existent system that uses a normal probability distribution that can relatively-easily accommodate for the probabilities of different skill levels: ie: Someone with an elo distance of 100 from someone else has a ~64% chance of winning. 200 is 75%, etc. While it's normally used probabilistically as an approximate measure of skill, there's no reason you couldn't use elo as a skill number.
Designing our own system is going to result in us going through this whole song and dance all over again. We should choose a system that has at least had a modicum of playtesting applied to it, rather than putting ourselves back into a situation where we're dealing with a system that we dreamt up and that happens to have tons and tons of problems littering it.
While this is possible, when the system was first made, we had no idea what issues it would have. We do now.
 
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Correct. I was informed that it is an existent system that uses a normal probability distribution that can relatively-easily accommodate for the probabilities of different skill levels: ie: Someone with an elo distance of 100 from someone else has a ~64% chance of winning. 200 is 75%, etc. While it's normally used probabilistically as an approximate measure of skill, there's no reason you couldn't use elo as a skill number.

Oooh, elegant. We could totally draw from probability distributions instead of die rolls--we're on computers here, so no reason not to, after all. Apart from the whole "wanting a playtested system" thing. ​

I do really like the idea of using something modeled on the Elo systems used in chess, since that gives us a natural point of comparison / sanity check. (Hazou is "low non-amateur" in taijutsu, jounin are masters/grandmasters, Gai's Kasparov-level, etc.) Unfortunately, the standard Elo system models everyone as having the same variance, which does seem like a disadvantage compared to systems where more skillful people are more consistent because they roll more dice. You can also easily give lower-skilled people more variance, but I'm not sure on the best way to do it while keeping the chess analogy reasonable.

I'm not sure about the normal distribution in specific, though it's not unreasonable (rolling a fair number of d100s approximates normal pretty closely, anyway). There's also the possibility of using a nonstandard Elo system with something besides the normal distribution, which I'm overexcited about because it's cool--but it would offer some advantages.

--
Fun stats time
The general idea of an Elo rating, as I understand it, is to model opposing rolls as rolling twice with different modifiers (Elo scores) to see which one comes out higher. Each roll comes from the same statistical distribution; Elo chose the normal distribution, which for our purposes is similar to rolling, say, 100d100--you'd get something sharply peaked around 5050 (+/- 280), with modifiers being appropriately large, maybe differing by ~500 between Jiraiya and Mari. People have found that fatter-tailed distributions are more realistic for chess; this would be something like taking 5x 20d100 with the same modifiers, where there's more of a chance for Mari to luck out a win.

The advantage of using probability distributions over die rolls is you can logic out what the spread of outcomes should look like--there are statistical distributions that are a natural choice depending on how you imagine things work. For example, you know how the normal distribution pops up everywhere? The reason is a wild little fact called the central limit theorem, which basically says that if you're adding together a bunch of little effects, the result will look like a normal distribution--specifically, it'll converge to a normal distribution as the number of little* effects you're adding increases. So, if you think of a contest as being decided by a bunch of similar-scale advantages that add up, maybe that's reasonable. Of course, that didn't work too well for chess. Instead, effects might be more multiplicative, and you might want to go with the log-normal distribution. (It's a distribution effective altruists sometimes use as a prior for charity cost-effectiveness, for example.) This distribution corresponds to a variable whose log is normal, so it's the natural choice for a bunch of multiplied effects, since multiplying a bunch of variables corresponds to adding their logs. Or you could imagine success coming from the number of small independent events going in your favor, in which case you'd use a Poisson.

(Or you might think there are a few specific effects at work, in which case you can try to model those and add/multiply them up--but that might be a bit of a rabbit hole unless you use a really simple model.)

This does lose the advantage of the direct analogy to chess Elo, though you can probably get scores that translate somewhat reasonably. (Especially if you use something that's already quite similar to the normal distribution, like the logistic.)

*Specifically, the theorem technically requires all the effects to be identically distributed, but for large enough numbers of effects all that's practically required is for the effects not to range too widely in scale.

This has been fun stats time. Join us next week for our discussion of the heat death of the universe!
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I mean, as far as the 'playtested system' thing goes... nothing stops us from, I dunno, running a few combats between ourselves as players and working out the kinks that way, if we wanted.
 
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