Posted May 09, 2017
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TwoHandedSword
Sharp tongue, rapier wit, cutting sense of humor
Registered: Sep 2011
From United States
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ZFR
I love gold!
Registered: Jan 2010
From Ireland
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Oddeus
Pinky and brainy
Registered: Jul 2013
From Germany
Posted May 09, 2017
So this pet shop buys your second hand pets? :)
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ZFR
I love gold!
Registered: Jan 2010
From Ireland
Posted May 09, 2017
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EDIT:
But, for a better example: a car dealer will not buy jewellery from you no matter how good the deal, but will buy 20 used cars if you offer them.
Post edited May 09, 2017 by ZFR
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Bad Hair Day
Find me in STEAM OT
Registered: Dec 2012
From Other
Posted May 09, 2017
Kill Otho's pigs.
He likes that.
He likes that.
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Magnitus
Born Idealist
Registered: Mar 2011
From Canada
Posted May 10, 2017
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Also, if you have a priest in your group, they can usually heal your sorry ass quickly enough that you can get the upper hand against otherwise difficult foes. At least until you have hurt them enough that they start to change their fighting style and suddenly make a shitoad more damage.
For example, unless he has incredibly sucky stats and he is fighting against an opponent with truly godlike stats, there is no way that a lv 10 fighter in any d&d game would lose to a level 4 fighter or lower. The dice rolls needed to give the lv 4 fighter a victory are so probabilistic-ally low that they simply will simply never happen (your odds of winning the lottery would be far greater). Similarly, even in the 2nd edition (which curbs the power gain of fighters at the upper levels a lot more than the later editions), the same 10th level fighter will get his ass handed to him by a 20th level fighter (the Thaco difference, extra 30 HP padding and extra 0.5 to 1 attack per round will make all the difference).
In reality, even the most skilled warrior could feasibly get his ass handed to him by a peasant wielding a pitchfork. In fact, this would become a certainty if he faced such an opponent daily. Real life humans simply do not have the consistency in their performance that they possess in games or in the movies.
Post edited May 10, 2017 by Magnitus
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dtgreene
vaccines work she/her
Registered: Jan 2010
From United States
Posted May 10, 2017
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Also, if you have a priest in your group, they can usually heal your sorry ass quickly enough that you can get the upper hand against otherwise difficult foes. At least until you have hurt them enough that they start to change their fighting style and suddenly make a shitoad more damage.
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For example, unless he has incredibly sucky stats and he is fighting against an opponent with truly godlike stats, there is no way that a lv 10 fighter in any d&d game would lose to a level 4 fighter or lower. The dice rolls needed to give the lv 4 fighter a victory are so probabilistic-ally low that they simply will simply never happen (your odds of winning the lottery would be far greater). Similarly, even in the 2nd edition (which curbs the power gain of fighters at the upper levels a lot more than the later editions), the same 10th level fighter will get his ass handed to him by a 20th level fighter (the Thaco difference, extra 30 HP padding and extra 0.5 to 1 attack per round will make all the difference).
In reality, even the most skilled warrior could feasibly get his ass handed to him by a peasant wielding a pitchfork. In fact, this would become a certainty if he faced such an opponent daily. Real life humans simply do not have the consistency in their performance that they possess in games or in the movies.
1. The player controlling the lower level character uses smart, or potentially game-breaking, strategies. I could mention Final Fantasy 5, in which, with the right strategies and enough luck, it is possible to beat the game (and even the superbosses) below level 5. These strategies include things like breaking rods to cast powerful spells early, hitting bossies with status ailments they are not immune to, and taking advantage of the Knight's ability to take hits for injured characters and reduce the damage to 0. Or, in SaGa 1, the Saw will work (only) on creatures with DEF > the attacker's STR. Since the final boss has extremely high DEF, the Saw will likely work on it.
2. The player is able to manipulate luck. The final boss of Dragon Warrior (NES) is normally not beatable below level 17 (the level at which you learn the upgraded healing spell, which is the only way to survive more than a few turns against the final boss). With luck manipulation, the boss can be beaten at level 7 by means of luck manipulation and the SLEEP and HURT spells (which almost never work on the final boss, plus you can't allow this boss to wake up or you will lose). Without luck manipulation, your odds of winning the lottery would be far greater, but it turns out that you can manipulate it.
Then again, in later Dragon Quest games, there's the religious gambling trick of saving the game (at the church) before gambling, and if you get unlucky, just reload your save. (Too bad you can't do that in real life.)
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Years_of_Chaos
Human Garbage
Registered: Oct 2016
From United States
Posted May 10, 2017
The medieval world never existed! Only in video games.
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viperfdl
New User
Registered: Nov 2008
From Other
Posted May 10, 2017
In medieval times caves and other dark areas where either lit by torches as others mentioned already or it was so bright in there that one didn't need light at all.
Because people didn't need to eat there were usually no cropfields or anything similar.
Because people didn't need to eat there were usually no cropfields or anything similar.
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Lifthrasil
Bring the GOG-Downloader back!
Registered: Apr 2011
From Germany
Posted May 10, 2017
When you were chased by someone or something, you had to start jumping. Because of course you ran quicker while hopping up and down than just by plain running.
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superstande
amigaaa
Registered: Jan 2012
From Finland
Posted May 10, 2017
In my research, I've found that in medieaval times:
-There were towns, where groups of armed-to-the-teeth strangers could walk into anyone's home and be greeted and welcomed warmly. Sometimes the owners of those houses would even present the armed strangers with nice little tales of their family history without any observable signs of worry.
-A country, even the whole world, could be saved by strangers. But after the said strangers - or even sometimes just by a single person - would save the world, there would later be another need for the country or the whole world to be saved. The problem for the said stranger or group of them, would be that on the next occasion they would somehow lose all their skills and expertise in combat and pretty much anything related. So there would again be a whole new training required. But not to worry as:
-Back in those days, even if you never held a weapon in your life, all it took often was half-an-hour with this thing called "Tutorial" and you could fight like a pro, or even learn to throw magical missiles from your hands.
-Theft for some reason, was a kind of a gamble, since it could be seen as one of the following:
1) It was perfectly alright to empty every shelf, box, barrel and chest in every home, town, city and castle... And then go to the nearest shopkeeper and sell them the said stolen property, who would have zero complaints.
2) Deserving of the death sentence and would be laid upon you without any trial by the nearest authority (often with such strenght that it was pointless to put up a fight)...
-If your job was "an adventurer" you would somehow be recognized instantly anywhere, and offered gigs called "quests". Although everybody seemed to be in great hurry at first, even sometimes pleading for the adventurer to take this quest as their job, after accepting the quest the troubled person would wait for the rest of their lives for the task to be completed.
-People could build of have built these magnificent structures, castles or forts or whatnot, called "Bases". After the place was completed the owners would rarely spend any time at home, and the place would be left for servants or whoever to take care of. The owners rather spent their time in woods fighting monsters or in other very deadly and dangerous places like dark caverns :)
-Beer. That was maybe the best benefit of living in the Middle Ages. You could drink lots of beer, and sometimes you would get drunk. But being drunk would often only mean a blurry vision and a shaky step for about two minutes. And most of my studies indicate there were almost never hangovers, no matter how much you drank.
-There were towns, where groups of armed-to-the-teeth strangers could walk into anyone's home and be greeted and welcomed warmly. Sometimes the owners of those houses would even present the armed strangers with nice little tales of their family history without any observable signs of worry.
-A country, even the whole world, could be saved by strangers. But after the said strangers - or even sometimes just by a single person - would save the world, there would later be another need for the country or the whole world to be saved. The problem for the said stranger or group of them, would be that on the next occasion they would somehow lose all their skills and expertise in combat and pretty much anything related. So there would again be a whole new training required. But not to worry as:
-Back in those days, even if you never held a weapon in your life, all it took often was half-an-hour with this thing called "Tutorial" and you could fight like a pro, or even learn to throw magical missiles from your hands.
-Theft for some reason, was a kind of a gamble, since it could be seen as one of the following:
1) It was perfectly alright to empty every shelf, box, barrel and chest in every home, town, city and castle... And then go to the nearest shopkeeper and sell them the said stolen property, who would have zero complaints.
2) Deserving of the death sentence and would be laid upon you without any trial by the nearest authority (often with such strenght that it was pointless to put up a fight)...
-If your job was "an adventurer" you would somehow be recognized instantly anywhere, and offered gigs called "quests". Although everybody seemed to be in great hurry at first, even sometimes pleading for the adventurer to take this quest as their job, after accepting the quest the troubled person would wait for the rest of their lives for the task to be completed.
-People could build of have built these magnificent structures, castles or forts or whatnot, called "Bases". After the place was completed the owners would rarely spend any time at home, and the place would be left for servants or whoever to take care of. The owners rather spent their time in woods fighting monsters or in other very deadly and dangerous places like dark caverns :)
-Beer. That was maybe the best benefit of living in the Middle Ages. You could drink lots of beer, and sometimes you would get drunk. But being drunk would often only mean a blurry vision and a shaky step for about two minutes. And most of my studies indicate there were almost never hangovers, no matter how much you drank.
Post edited May 10, 2017 by superstande
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Moonbeam..
Grey Havens
Registered: Jan 2010
From South Africa
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Gede
GNU/Linux user
Registered: Nov 2014
From Portugal
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ZFR
I love gold!
Registered: Jan 2010
From Ireland
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codefenix
finding a cure for mundanity...
Registered: Nov 2015
From United States
Posted May 24, 2017
Anyone, often a party of three or four or sometimes just a lone individual, could take the helm of a ship and sail it anywhere, often regardless of wind velocity or water currents.
Furthermore, on occasion, seafaring ships could be converted to airships with just a few minor modifications by a skilled engineer. Once airborne, they could fly indefinitely, seemingly running on good vibes, and never require refueling.
Furthermore, on occasion, seafaring ships could be converted to airships with just a few minor modifications by a skilled engineer. Once airborne, they could fly indefinitely, seemingly running on good vibes, and never require refueling.