Model-Based Testing for Dungeons & Dragons(loskutoff.com) |
Model-Based Testing for Dungeons & Dragons(loskutoff.com) |
"You’re not checking logic. You’re checking shape.". Ugh.
It feels like the laziest possible section separator and generally would be better with an extra space divider or something.
It’s so prevalent in AI writing.
That said, a lot of the AI writing feels "procedural", in the sense that most corporate writing (whitepapers, press releases, etc) feel procedural (i.e. the result of a constructed procedure). Before AI, the constructed procedure was basically that a piece of writing passes through a bunch of people (e.g. engineering -> management -> marketing -> website/email), and the output is a bland, forgettable pablum designed to (1) be SEO-friendly, (2) be spam-filter friendly, (3) be easy to ingest, (4) look superficially trustworthy and authoritative (e.g. inflated page count, extra jargon, numbers, plots), (5) look like it belongs to the "scene" or "industry" by imitating all the other corporate writings out there[2].
AI is interesting, in the same way that computers or the internet or an encyclopedia are interesting: how people choose to use it tells you a lot about them. All of those technologies can be used to compensate for a lack of skill (it helps one pretend), or they can be used to forge a skill (it helps one become).
One has to pretend, before they can act (I guess? Feels intuitively correct to me). So perhaps, AI (and web, and computer, and encyclopedia) is only harmful to the extend that it does not nudge a person towards becoming[3]? And if so, that's a _cultural_ limitation, not a technological one.
[1]: I am not an actor, and so I might be wrong, but that is the impression I get from just watching and analyzing the acting in various films.
[2]: this becomes frustrating when you get criticized for producing something that "reads like $famousSomething", and then you get criticized again for producing something that "does not read like $typeOfFamousSomething".
[3]: No clue how you (plural -- let's bring back "yous") will convince your boss that you did not take the shortcut, because you were trying to "become more".
> . “HP never exceeds max”
I think it's because its such a braindead thing to fix that when I see them, it's clear the "author" hasn't even read their own "work".
Like, you're not even trying to hide it at the laziest level possible. Blegh.
(See how you can tell a human wrote that?)
AI will be so normalized across culture that any raw, unfiltered human expression will read as gross and unprofessional by most people.
Years back, I worked at a company where the agreement required them to review any personal application that I created for a year or so after I left. I was super happy to send them iterations of my DM'ing tools - written for Java (micro edition), WinCE, Palm, and any other mobile gadgets I could get my hands on.
Around the 4th application I sent, the pharmaceutical company released me from the non-compete clause. I've always wondered if they were required to try and run the applications.
Do I understand correctly that the Quint code is not needed 'at runtime', that it's there for model-based testing of the XState implementation?
And then I'd remind them that they could have just dashed normally.
Moreover, how do the new rules close the "exploit"? You can still move 30ft while carrying someone. (60/2 - 30 vs 60 - 30*2) How is that difference meaningful in this case?
(Also, wouldn't you need something like rogue's dash-as-a-bonus -action to grapple and dash on the same turn?)
The article is pretty interesting overall but this example mystifies me. Am I missing something obvious?
That said, I would pay good money to look at the source code of some of the production MTG rule systems.
https://mtg.fandom.com/wiki/Layer
https://media.wizards.com/2026/downloads/MagicCompRules%2020...
I intended to do as a C library (which would then be available for other programs in C to call). I know many of the rules of Pokemon but not all of the cases, and then, knowing the data structures to make, etc. I also wanted to make the rules customizable (and to implement all generations, although perhaps only some of them will be implemented the first time and others later) and I have some ideas about that.
I would hope that some people can work on something together.
I am also attempting to make it functional, the engine receives a game state and returns a new game state. I am using pure React for rendering but I plan moving it to canvas if I ever want to add more special mechanics. I am focusing mostly on functionality for now, it's very early stage but it already works.
So yes, your peasant railgun spear would fire at the speed of light in reality. But the game simulation doesn't care. The last peasant in the line throws the spear for 1d8 damage.
What players and DMs are forgetting more often than not is the wording somewhere in the start of dm book: dm can overrule any rule. [to facilitate the game mood and direction that the table has agreed upon] [and a larger overarching problem is probably that there's often no such agreement before the game]
Even combat can have a narrative element (and it should, to be fun.) There are rules yes but the game isn't supposed to be this rigid.
I liked the crunchy bits of TTRPGs like charting dungeons and running kingdoms and shit. Can't find many groups interested in that anymore
Any opinions on this one for software development?
I played from the early 80s through early 90s. Mostly AD&D 1e but earlier on the red/blue boxes and later on 2e.
Recently I've taken to reading r/adnd for nostalgia reasons. One thing become abundantly clear real fast, no one I ever played with ever truly understood the rules. Even the "rules lawyers" among us. And I played with a large variety of people from different friend groups, to different game shops, and even some smaller cons.
We understood the key details for the parts we actually used, but we weren't intentionally avoiding the rest, we just didn't understand that they existed. There's just so much minutia in those rule books.
This also makes me chuckle when I see newer players come into r/adnd as part of the OSR movement. Because they *do* seem to assume that all of these rules were commonly applied. But my anecdata would say otherwise. I originally assumed that these newcomers to the old rules would be playing a game I found alien as they'd be bringing in newer sensibilities, but instead I suspect I'd find it alien as they're more likely to be sticklers for the full ruleset!
Shadowdark does not only have much simpler (and fewer) rules, there's also a lot less world building. This encourages the DM and the players to create their own fantasies, rather than adhering to the races described in the (MASSIVE) DnD manual.
D&D has a strong narrative aspect when you look at the published adventure modules. There are usually plenty of characters to interact with in some way or another and some quests can be solved entirely by following the breadcrumbs offered up through them. But the DM needs to role-play all of these characters and do a lot of improv to make this work. This isn't so easy.
Also, combat in D&D is a slog. Whereas turn taking outside combat is rather fast and loose, the game turns into this enormous ceremony once the words "roll initiative" are spoken. The effect is that combat can take up a lot of playtime relative to the non-combat role playing, while often also leading to less overall quest progress per time.
Whereas today's game is far more complicated rules-wise by most measures yet it tends to be more storytelling & *role* playing focused: flower-y, superhero-y, high fantasy
DM: "Umm... not very good..." (became a running joke)
D&D is better as a video game. Try Baldur's gate. It has the side benefit of teaching you the rules if you ever want to jump in to a local game
It's probably way different than you expect (and will be different between DMs).
To some extent, this is weirdly a good thing: if you want strictly enforced rules, you may just want to play a videogame instead. D&D succeeds best as a social lubricant enabling a framework in which social gaming (roleplaying) can happen to be "fun". Rarely is strictly following rules "fun", especially socially with friends; the rules in D&D are meant to be guideposts and tools for enough structure that people that want structure find comfort and enough flexibility that "fun" isn't lost in the process.
Which is a long way to say that you probably aren't going to learn the right lessons from a well fuzzed computer spec of the rules, you probably are going to learn more lessons asking the people you play with what rules they find important, to explain things you feel you don't understand, and to suggest which chapters in which books to try to read to best improve your understanding for that group. At the end of the day, if the table seems too hard to play at you might also just be playing with the wrong group, especially if you aren't having fun.
This is also directly why I don’t like D&D. It is way too combat focused and video gamey. If your combat system is so complex that people find (or even feel that they need to find) “exploits” in it then your system probably sucks. So many class features are purely combat focused completely ignoring the actual roleplaying part of role playing games.
Also the “counter chaining” feels odd to me, is this something that actually happens? Like people waste spellslots counterspelling a counterspell?
Couple of things.
1. People will try to find exploits in just about any system. That's kind of part of the fun.
2. If the difficulty curve sucks in a particular D&D campaign - that's the DM's fault, not the system's. Plenty of tools at DM's disposal to make campaigns less combat focused or being more lenient to players.
Maybe the AI used the accepted answer (with 4 votes vs the next with 39) and then mangled things from there?
re: counter chaining, I think so. I spent some time watching Critical Role and iirc they liked to counterspell a counterspell.
Agreed
I personally think Rule 0 enables bad DMs a lot more frequently than good ones. I think it's a bad rule
I don’t know how you go to difficulty curve
Countering a counterspell feels like a waste since for one you have to have another caster with counter spell and now they are wasting their reaction plus a slot instead of just going another round. I guess there are situations where that makes sense, but somehow feels bad
Like yourself, encumbrance was one I rarely saw used. There was usually a rough sense of "too much" but otherwise no one cared.
Most of the early old-school stuff was way too deadly for players to be murder hobos or try to solve everything with combat - if you went into Caverns of Thracia at level 2 as a murder hobo you're just going to die over and over and over again. It'll be endless TPKs. Right now I'm two years into DM'ing an Arden Vuul campaign, running a mix of OSE (Streamlined B/X) and OSRIC (ADD 1e) rules, and it's really only the past 6 months or so that my players have felt comfortable engaging in regular combat - before then they might have spent a whole session or two trying to stack up every advantage they could because they never wanted to be in a fair fight.
And from my experience with a whole lot of OSR play over the past 6-7 years is that this is the sort of feel most OSR players are after. They're not wanting to play late ADD 2e, Dragonlance era, where the shift to the more heroic play started happening - they want to have to think and outsmart things. Faction interaction was also huge in the more sandbox environments, and that was where most of the roleplaying occurred then, and occurs now in the games I run. The players RP a bit with each other, but not as much.
Modern D&D is a kitchen sink approach that tries to solve every possible playstyle, and that makes it popular and reasonably good at most anything people want to do with it. But I don't know that there's any facet of it that it does as well as other systems.
Yeah this is kind of my point, that I think a lot of the contemporary play style is cultural and not ruleset driven. And thus I'm skeptical that merely doing something playing 1e AD&D is going to feel exactly the same as it did 40 years ago. That said, I may be overstating how typical this is in the modern game, I haven't played in 30-ish years, my take is driven by observation purely.
And also, even back then some of the more modern improv-y play style existed, it just wasn't the norm. I remember when my main play group had a session with one member's brother & friends and there was a very clear culture mismatch from the start. They were acting, with voices and all of that. We ... did not. To each their own but combining the two didn't work.
Personally I don’t like it when people don’t play by the rules of the game we have decided to play together, so definitely things should work as the rules say and then ambiguous things are sorted with GMs world’s logic as “rulings”.
If you start by ignoring the rules and only consulting them when there is a dispute then I want to play another game with less rules to begin with
If I was currently hiring, not using AI would be the cheapest, fastest way to impress me.
I'm not kidding when I say that typos are not too far from becoming a sign of higher intelligence. Or at least better taste than most.
I'm surprised tunable intentional "human" mistakes are not a core feature of LLMs. Maybe it's actually hard for them?
That attitude is one, maybe two generations away from extinction. Taste is created by the market, which caters to the young. When enough people have been born into a world in which AI generated culture and communication is the norm, that is what will define what good taste is. People like you (and I) will just come off like old people yelling at clouds.
We can already see this happening at the fringes. People have relationships with AI, they prefer AIs to real people, they use AI as a primary source of truth, they consider AI generated art to be superior to human work, they trust AI more than people. People identify as AI. AI is filling an emotional, sociological and creative space that an increasingly alienating and hostile society denies to people, for better or worse. Generative AI has only been a thing in popular culture for four years or so and it has already completely transformed human society and human sociology.
Barring a complete collapse of the AI bubble, which seems existentially impossible at this point given how invested our economies and government are in it, that's just what normal is going to be in a decade or so.
Popular taste is guaranteed to be awful since it is driven by economics and fads. That's the type you point out as created by the market and catering to the young. It's a disposable product of consumption used to sell shoes and overpriced paintings.
I don't disagree that it will permeate everything, it already does. It'll just be written by an AI instead of people being paid to find the next style to cop. I don't think it will extinguish human writing, you'll just have AI writing that you feed to official or public channels and then real writing that goes in private or pseudonymous channels. Using AI writing among friends or an in group will still be a faux pas and cringe because it will have become the norm to be rebelled against.