Well, this should make the postal service rate increase a little more palatable, anyway:
Fifteen Star Wars stamps on a single sheet. Impressive. Most impressive.
Even with a Millennium Falcon stamp, though, I doubt a first class letter will be able to make the Kessel Run in less than 12 parsecs.
Being a compendium of rumblings, imprints, and musings on science fiction, fantasy, comic books, gaming, and other things common to the unconventional mind.
Wednesday, March 28, 2007
Tuesday, March 13, 2007
Sunday, March 11, 2007
Omega Flight!
Years ago, I had great hopes for the original Alpha Flight comic. Early on, it was a fun ride. Guardian, Sasquatch, Aurora & Northstar, Snowbird, Shaman, Marina, and Puck!
The series got off to a great start, then faded to that "good but not great" limbo that typically leads to cancellation. And that's exactly what happened. Mac died and Heather took his role (which never really worked for me, btw), Aurora and Northstar had their falling out, and then we were treated to the whole bizarro Alien Marinna Loves Sub-Mariner plot that made its way into The Avengers. Despite the weirdness of the plots and borderline dysfunction of the team, I was a fan. I lost track of the various Alpha Flight restarts, however, and really have no idea what happened to the group over the last decade (with the exception of nearly the entire team being snuffed from existence in the pages of New Avengers. Off panel. Another beautiful death sequence brought to you by the geniuses at Marvel Inc!)
Although Alpha Flight can't seem to pull in enough readers to support an on-going title, Marvel is giving a couple of the old Alpha Flight characters yet another chance. I give you Omega Flight, the new 5 issue limited series.
US Agent? Sasquatch? Beta Ray Bill?! I'm such a sucker. Despite my recent rantings about Captain America, I'll probably give this series a try.
Is it just me or is Sasquatch in serious need of some hair conditioner in that second image?
The series got off to a great start, then faded to that "good but not great" limbo that typically leads to cancellation. And that's exactly what happened. Mac died and Heather took his role (which never really worked for me, btw), Aurora and Northstar had their falling out, and then we were treated to the whole bizarro Alien Marinna Loves Sub-Mariner plot that made its way into The Avengers. Despite the weirdness of the plots and borderline dysfunction of the team, I was a fan. I lost track of the various Alpha Flight restarts, however, and really have no idea what happened to the group over the last decade (with the exception of nearly the entire team being snuffed from existence in the pages of New Avengers. Off panel. Another beautiful death sequence brought to you by the geniuses at Marvel Inc!)
Although Alpha Flight can't seem to pull in enough readers to support an on-going title, Marvel is giving a couple of the old Alpha Flight characters yet another chance. I give you Omega Flight, the new 5 issue limited series.
US Agent? Sasquatch? Beta Ray Bill?! I'm such a sucker. Despite my recent rantings about Captain America, I'll probably give this series a try.
Is it just me or is Sasquatch in serious need of some hair conditioner in that second image?
Wednesday, March 07, 2007
Bite the Hand
If this is legit, I'm going to be seriously p!ssed:
Report: Captain America dies on the page
Of all the stupid...I'm speechless. Just speechless.
Report: Captain America dies on the page
Of all the stupid...I'm speechless. Just speechless.
Monday, March 05, 2007
Roll The Bones
One thing that makes Hero System different that most other RPGs is the dice. Champions players don't habitually carry around a bunch of dice that make you think of Kepler trying to align the planets within Platonian solids. We use six-sided dice (abbreviated 'd6'), the kind you used as a kid to play Monopoly, Risk, or Yahtzee. We use d6 and only d6. We're pretty exclusive that way. We only use the fancy dice to indicate on the map where the bad guys are—if we use them at all.
So, where D&D might call on a player to roll a d20 (read as 'a twenty-sided die', a geometric shape called an icosahedron), Hero System calls for the player to roll 3d6 (read as 'three six-sided dice'). Why would anyone prefer rolling three dice when you could only roll one? The answer is simple. It's called "The Bell Curve."
Let's say that in order for your character to perform a certain skill, you have to roll ten or less (abbreviated '10-') on the dice. With either a single d20 or with 3d6, the probability of doing so is 50%. So far, so good. Now, let's say that with experience, you character's roll changes so that now you have to roll eleven or less (11-). The probability of doing so on a d20 is 55%, which is not bad. But on 3d6, the probability jumps to 62.5%. The net effect that the mid-range is opened up substantially with 3d6, while the extremes remain highly improbable. (One effect of this is that a person rolling a d20 is ten times as likely to roll a critical failure and get his/her character killed at an inopportune moment.)
The table below, which I constructed based on my own study and knowledge of probabilities back in the mid-90's, shows how likely each outcome is when 3d6 are rolled. There are 216 possibilities that can arise when rolling 3d6: each of the three dice can achieve six different results, which leads to 63 (6x6x6=216) different total outcomes. Only one of these outcomes produces a result of 3: a '1' on all three dice (abbreviated, for our purposes, as '111'). There are three different ways a 4 can result: each of the three dice could produce a 2, while the others show 1, i.e., 112, 121, and 211. There are six different ways that a 5 can be produced: 113, 131, 311, 122, 212, and 221. And so on.
The table below is organized as follows. The first column shows each possible value from rolling 3d6, 3-18. The second column shows how many different ways (out of 216) that value can be obtained. The third column shows the probability or that value coming up [P(x)]. And the final column—the really useful one—shows the cumulative probability of all values equal to or less than the current value turning up [P(x-)]. So, as can be seen from the table, the chance of rolling 8- is about one in four, while the probability of rolling 14- is about nine in ten.
All hail the Hero System!
So, where D&D might call on a player to roll a d20 (read as 'a twenty-sided die', a geometric shape called an icosahedron), Hero System calls for the player to roll 3d6 (read as 'three six-sided dice'). Why would anyone prefer rolling three dice when you could only roll one? The answer is simple. It's called "The Bell Curve."
Let's say that in order for your character to perform a certain skill, you have to roll ten or less (abbreviated '10-') on the dice. With either a single d20 or with 3d6, the probability of doing so is 50%. So far, so good. Now, let's say that with experience, you character's roll changes so that now you have to roll eleven or less (11-). The probability of doing so on a d20 is 55%, which is not bad. But on 3d6, the probability jumps to 62.5%. The net effect that the mid-range is opened up substantially with 3d6, while the extremes remain highly improbable. (One effect of this is that a person rolling a d20 is ten times as likely to roll a critical failure and get his/her character killed at an inopportune moment.)
The table below, which I constructed based on my own study and knowledge of probabilities back in the mid-90's, shows how likely each outcome is when 3d6 are rolled. There are 216 possibilities that can arise when rolling 3d6: each of the three dice can achieve six different results, which leads to 63 (6x6x6=216) different total outcomes. Only one of these outcomes produces a result of 3: a '1' on all three dice (abbreviated, for our purposes, as '111'). There are three different ways a 4 can result: each of the three dice could produce a 2, while the others show 1, i.e., 112, 121, and 211. There are six different ways that a 5 can be produced: 113, 131, 311, 122, 212, and 221. And so on.
The table below is organized as follows. The first column shows each possible value from rolling 3d6, 3-18. The second column shows how many different ways (out of 216) that value can be obtained. The third column shows the probability or that value coming up [P(x)]. And the final column—the really useful one—shows the cumulative probability of all values equal to or less than the current value turning up [P(x-)]. So, as can be seen from the table, the chance of rolling 8- is about one in four, while the probability of rolling 14- is about nine in ten.
Value | Occurrences | P(x)% | P(x-)% |
---|---|---|---|
3 | 1 | 0.46 | 0.46 |
4 | 3 | 1.38 | 1.85 |
5 | 6 | 2.78 | 4.63 |
6 | 10 | 4.63 | 9.26 |
7 | 15 | 6.94 | 16.2 |
8 | 21 | 9.72 | 25.9 |
9 | 25 | 11.57 | 37.5 |
10 | 27 | 12.50 | 50.0 |
11 | 27 | 12.50 | 62.5 |
12 | 25 | 11.57 | 74.1 |
13 | 21 | 9.72 | 83.8 |
14 | 15 | 6.94 | 90.7 |
15 | 10 | 4.63 | 95.4 |
16 | 6 | 2.78 | 98.1 |
17 | 3 | 1.38 | 99.5 |
18 | 1 | 0.46 | 100 |
All hail the Hero System!
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