Wednesday, December 15, 2021

Order of Operations: PEMDAS

 I've seen too many social media posts with incorrect responses, and it's making me twitchy, so I'm writing this blog post mostly to try to make myself feel better.  The posts pose a math question and ask what the correct answer is.  It forms the math in such a way that there's a part that confuses some people.  Here's an example...

20 / 4(2 + 3) = ?

The correct answer is 25, but if you do it the common wrong way, you can think the answer is 1.  And there are people on these posts arguing for the wrong way.  So, to remind anyone reading this...

Wikipedia Order of Operations

Another source

The memory helper I learned is PEMDAS, though there are others that break down to the same thing...

  1. P = Parentheses (or brackets)
  2. E = Exponents (which includes roots which are exponents between 0 and 1 essentially)
  3. MD = Multiplication and Division (They are the same priority, so you do left to right when there are several of these near each other)
  4. AS = Addition and Subtraction (They are the same priority, so you do left to right when there are several of these near each other)

The confusing part of the example is the "4(2".  What that is, is a shorthand for multiplication.  So, we can re-write the example equation as...

20 / 4 * (2 + 3) = ?

Then it's really easy.  We do the stuff in the parentheses first, then from left to right we handle the division and multiplication...

20 / 4 * 5 = 

5 * 5 = 

25

What the people who are doing it wrong assert is that because the number is right up against the parentheses, it falls into the umbrella of the parentheses and you have to do that before the division.  Of course, they're entirely incorrect.  If you treat "4(2+3)" as being before you do the "20 / something", you'd get the answer 1.  It's just flat out incorrect to do it that way though.  Order of operations is insanely clear.  You can even go to math solving websites to get the correct answer...

https://quickmath.com/

And, to add my credentials: I'm a software engineer of more than 20 years.  I had to learn how computers do math to make computers do the right thing.  And order of operations is strictly followed.  If you put "20 / 4(2 +3)" into any computer language that can understand the multiplication short hand, you will get the correct answer of 25 every single time.

As a bonus piece of information, fractions can add another bit of confusion.  I'm sorry for the text formatting...

4 + 16

----------

4 + 1

Since a fraction is essentially division, you might think you could re-write this as...

4 + 16 / 4 + 1 =

4 + 4 + 1 = 

9

But fractions are special.  The top and bottom are separate things called the numerator and denominator respectively.  That notation implies that the things on top are all meant to be done together and the things on the bottom are to be done together and that big bar for division of the numerator by the denominator is done last.  If we're trying to change a fraction to single line notation...

(4 + 16) / (4 + 1) = 

20 / 5 = 

4

So, the correct answer to my fraction example is 4.

Monday, June 14, 2021

Dave Chappelle is a good guy

There was an essay written and broken up on Twitter by Kenny DeForest in June 2020. The essay is really good, but I find it obnoxious to read small chunks of text and then have to find the next, and it's probably worse when someone screen shots the whole thing and you are now cycling through a chain of images to read the essay. So, I wrote it all out in one text file. I made paragraphs out of what felt like were breaking points, and did things like spell out "two hundred plus" instead of "200+", and I added a ton of links so you can read about some of the things mentioned or easily find the people involved, but the essay is otherwise unchanged.

I'd like to point that I'm a middle-aged white guy. I'm married with a few kids. I'm a software engineer. I've got plenty of stress in the form of work and taking care of family, but really I can't complain. I've got it pretty easy in the context of community and treatment by law enforcement. The worst I've gotten is a speeding ticket, and the interactions were pretty polite. As a fairly privileged white guy, I acknowledge that black people in general have it much harder than I do in this country. And I'm ashamed it took me until George Floyd's murder by Officer Derek Chauvin for me to really get it. I didn't know. So, I'm trying really hard to publicly supportive of Black Lives Matter. And I'm sharing things like this with anyone who reads the blog (not that there are many).

So, here's the essay by Kenny DeForest...


My coolest night of comedy was when Chappelle dropped by @ComedyAtTheKnit when @MrWillMiles, @theeclarkjones, and I were still hosting. We were in the back room and he was in town supporting Kevin Hart hosting SNL. I texted @joyellenicole like "any chance Dave wants to go up?" We start the show thinking MIGHT come. A couple comics in, he sneaks in like a boxer with his hood up. We're in the green room smoking, drinking, and joking. The dude is a machine. Every topic that came up, he had something profuound for.

We bring him up last, the crowd LOSES IT. He was asking the crowd for headlines to riff on. They toss one out, he riffs a joke. Every topic, he immediately had a perfect joke for. Now, this was days after the cop that choked Eric Garner to death in Staten Island (you know, murder) was not indicted by a grand jury. Protests etc were all over the city. Tensions were high. About 15-20 min in to his set he asks for another topic and someone shouts "police brutality!" He pauses then says, "you really wanna do this? Okay." He chugs his Tecate and sets it down.

Our crowd was always beautifully mixed. The show was started by @hannibalburess, so it's always had a black base, but it's in Williamsburg so there were always hipsters of all persuasions and, amazingly, people from all over the world. We always had global tourists which I thought was incredible for a free bar show.

So, Chappelle starts talking about Eric Garner and watching him get murdered in cold blood on camera and how it makes him scared for his children. I remember he said "I thought body cams would help, but what good is video evidence if y'all don't care?" A clearly privileged white girl (she had a wide brimmed hat for chrissakes) shouts, "Life's hard, sorry 'bout it!", and it takes the air completely out of the room. A collective gasp. Chappelle zeros in on her. "What did you say?" She repeats it. Chappelle starts going in.

He starts educating the crowd on the history of black people and the police. He talked about slave patrols and Rodney King and Watts and Emmett Till and Black Wall Street. He talked about Trayvon Martin, Michael Brown, and he talked about John Crawford III. If you don't remember John Crawford III, google it. It happened right around the time of some higher profile killings, but it's as awful as anything you'll see. He was on the phone in Walmart and picked up a BB gun (that was for sale in said Walmart) and was just looking at it. Some scared ******-ass called the cops, and this officer comes in, doesn't even bother saying "drop the weapon" or "hands up" and just guns him down. The security footage makes it plain as day. The footage will make you sick. Disgusting and outrageous in every conceivable way.

Chappelle then tells a story about getting pulled over in rural Ohio where he lives. This is before the Crawford shooting but after Ferguson so racial tension is bubbling. He said "I may be white on paper, but I'm still black. So, I'm nervous." He says, "the cop approaches and he can tell I'm nervous. I have both my hands on the wheel and I say 'officer my license and registration is in the glove box. I'm going to reach for them now. I promise I'm not armed.' I could tell the officer was offended that I was nervous. He said, 'I know who you ar Dave Chappelle' and I said, 'so why do you need my license and registration?'" He gets off with a warning. The twist? The same cop would go on to murder John Crawford III. His take away: "I shouldn't have to be Dave Chappelle to survive police encounters."

He goes on to explain that one of his best friends is South African. He said, "I asked him what it was like in South Africa right before apartheid ended and he said it was chaos in the streets. There were riots and car bombs and so on, but the amount of people caring hit critical mass... and there was nothing they could do to stop it. The people had momentum and apartheid ended. Critical mass. That's what we have to hit. Once enough of you care, there will be nothing they can do to stop the change." It was incredibly powerful. The crowd was somber and silent.

After the show, we're in the green room. @joyellenicole comes back and says, "that dumbass white girl wanted to talk to you, but I told her you were busy", and he goes, "no, bring her back." So, Joyelle leaves and comes back with wide-brim hat girl and her friend. Hat girl is humiliated and her friend even more so. Hat girl speaks first: "I just wanted to say I'm sorry for what I said and thank you for educating me. I was ignorant before, but I want you to know I learned from you tonight and I won't say things like that anymore." Chappelle responds, "you're okay. That's all we can ask. Know better, do better. I want to thank YOU for hearing me and listening. That's your role. And now you know. Now you're part of that critical mass we talked about and next time you hear a friend say some ignorant shit like you said, it's your job to correct them and share with them what you learned tonight. THEN, you're no longer part of the problem, you're part of the solution." She starts crying and he pulls her in for a hug. "It's okay. You're part of the solution now. Do you want a picture?" She says, "really?" And he says, "of course! Friend, get over here for a picture." The friend approaches, they take photos, he hugs them both, and reiterates that it's okay and just to be part of the solution, and sends them on their way. CLASS. I couldn't believe what I witnessed.

He changed everyone in that room that night. Two hundred plus people became part of the solution if they weren't already. Even a privileged girl in a privileged hat with a privileged mindset. Point is, it doesn't matter what you thought before. You can always change. And you can always become a part of the critical mass trying to push this shit forward. All you have to do is care and allow that care to become education and action.

Thursday, March 25, 2021

Why I Hate d20 Roleplaying Games

... And why I play them anyway

I've been playing roleplaying games since 1989. As of this essay, that's over 30 years. I mention it to suggest that my taste in game play has developed over a long period of time and is now pretty settled. I've tried a lot of different game systems, and I've run a good number of campaigns, mostly in GURPS because that's the system I love. But in that time what I've played more than anything else is Dungeons & Dragons (AD&D 2e, D&D 3.0 + 3.5, D&D 4) and Pathfinder (1e). How did that happen? Well, those games are more popular than GURPS. My groups of friends that like to play RPGs generally prefer those systems. If I wanted to play at all, it had to be in those systems. So, in a way I'm answering the second question first. Why do I play those roleplaying games despite hating them? Because it's the only option I have that keeps me in touch with long-time friends.

About that second question: Why do I hate class/level/d20 based roleplaying games? The answer is very long. I'll try to organize it well so you can skim section headers. I'll start though with explaining what I mean by "class/level/d20". A class based system is one where a character created for the game is defined by a category called their class. There's a difference between a fighter and a wizard for example. A level based system is one where there are discrete levels of power that represent your progress in the game. A level 1 fighter is not as a dangerous as a level 5 fighter for example. And a d20 based system is one where the primary determination mechanic uses a twenty-sided die. What that means is that if your character wants to track a monster through the woods, they will have a skill that allows them to do that, and you roll 1d20 (one twenty-sided die) to see if they succeed or fail. All three of those things are a bad choice for my enjoyment of the game. The first three sections of this essay are devoted to them...

Class System

If you make your character as a fighter, they can't cast any spells, but they're really good with swords, shields, and armor. If you make a wizard, you're going to be pretty weak physically, but you can cast spells and by the end of the game your ability to sling magic is the stuff of legends. And there are lots of classes to choose from. There are clerics, druids, monks, paladins, rangers, rogues (thiefs), bards, and more. Lots more. They offer multi-classing, which is a way of picking multiple classes that determine your abilities so you can mix and match. You could make a Wizard/Fighter for example and get some sword fighting and some magic. With all of that, you'd probably guess that you can do pretty much whatever you want in the system. And you do have some flexibility to do what you want, but multi-classing is generally a bad idea.

Multi-classing sucks because you pay for the flexibility with effectiveness. A level 10 fighter is excellent at physical combat. A level 10 wizard is excellent at magical combat. A multi-class wizard/fighter that is a level 5 wizard and a level 5 fighter is only okay at each thing. It makes sense. You spread yourself out instead of focusing and you won't be the best at anything. And the game is balanced assuming players min/max and tweak their characters until the thought of character story and depth is a weak voice in the distance that can't get your attention. I guess I'm speaking more specifically about D&D 3.0 and above. I don't remember AD&D 2e well enough to talk about its game balance. So, the games I'm referring to are balanced assuming you have laser focused maxed out improvement and that your character is decked out in the best possible gear. If you fail in either of those areas, your character won't be very useful. So, claiming that there's flexibility in the system is misleading.

Now that you understand you should pick one class and stick with it, you understand that if you pick a wizard, your character will get all their defining characteristics from that class choice. No wizard is going to play with a low intelligence score, so there's really no character depth from attribute variance. Every wizard has access to the same list of spells, and there are definite no brainers in the list. The feats might result in some variation but even those have no-brainers for wizards or whatever class you're looking at. A fighter that doesn't take Weapon Focus, Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization is missing out on probability to hit and some extra damage. It would be stupid to not take those feats. The parts of your character that vary and set them apart from other members of the same class is dwindling.

And that's really my big problem with a class-based system. You pick your character definition from a list of templates. It's basically a video game. Video games can be fun, but they fill a different gaming need. Why anyone would choose to play a paper and pencil table-top game that is essentially a less efficient form of video game is not within my ability to understand. Yet I have many friends who prefer it. What I want from a roleplaying game is freedom to create a person. Not a video-game character. GURPS does this exceedingly well. No classes. You create a character that could fit right into a novel. In Pathfinder (really the game I play now), if I tell you that I'm playing the Ranger in the group, you know exactly what that means, and the variances don't really matter. It's like characters creation on rails. Pathfinder and the other class systems I mentioned are like riding a train. It can be nice, but it's extremely limiting. GURPS is like getting in a car. You're still limited to the road, but you can take whatever path you want and your list of destinations is much more expansive.

I hate the class system

Level System

Imagine your character is looking to learn a new language, and they're practicing with swords to get better at using them. In GURPS, you earn points during game play and you can spend them to improve skills. For a language, you can start with spoken-only, and get it at a broken skill level to suggest you are a beginner. With swordplay, you spend a point and get a sort of weak skill with it. And then as you play you can say you're focusing even more on the sword play and learning that language, and your character improves gradually, but also at a rate relative to other things that you determine. You might ignore your archery skills and leave them at a low level, or never get them in the first place. You might leave your language skill at a weak skill for a long time suggesting you haven't used it enough to get better. You have total control over all the progress of your character.

In a level based system, there are landmarks where suddenly your character gets more powerful in a whole bunch of ways. In between, nothing changes. You can play a half dozen game sessions without anything changing at all. And when it does change, it's like flipping a switch. You want to learn a new language? You spend your resource and suddenly your character is fluent. You want to improve your weapon skill? Well... you don't choose that at all. You just automatically get better at that sword skill if it's the right level for an improvement. And that archery skill? Well, if your class is given access to a weapon, all of them progress exactly the same. There are feats to focus on one type of weapon, but the base level of skill with the weapon is controlled by your level instead of what the player wants to do.

The level system takes away a natural and flexible growth pattern and sticks a rough segmented framework on you that effectively removes all choice and all flexibility. And it just doesn't feel natural. Going from zero ability to speak Draconic to being fluent when you level-up is just jarring.

There another huge problem with the level-based system of progressing: relative power. In these systems I've mentioned there are common rules for levels 1 to 20. A level 1 character is pathetic and can barely accomplish anything. A level 20 character is near god-like and could wipe out and army of level 1 characters without ever being in danger. No, the adventuring group shouldn't be running off to face the ancient dragon their first time out. There should a power increase over time. But the fact that the ancient evil dragon exists in the setting at all problematic. If there are beings growing in power and working against the dragon, why isn't the dragon slaughtering those growing threats before they're actual threats? Rumors of a powerful wizard gathering resources and knowledge in their tower might cause the dragon to go stop all over that wizard when they're level 10. And what about ALL the other people in the setting? If there are ancient dragons, terrifying demons, hordes of undead including vampires and angry ghosts, cities of giants that are intrisically evil, and any number of threats that could simply dominate or destroy every civilization of peaceful folk around them, who is stopping them while the adventurers are getting up to speed? This sounds like a full time job for a lot of really powerful people that are probably getting sick of it. How does civilization actually survive? Most people are common folk... at best a level one character. A single troll is probably enough to wipe out most towns. Without a resident powerful person to fight off the regular threats of destruction, why hasn't the goblin tribe invaded and killed gobs of people? And if that ancient dragon or a major demon decide to go cook a town at the beginning of the story, who's stopping them? The power difference between a level 1 and level 20 character is WAY too much for all those high level bad guys to exist in the setting waiting around until the good-guys get there. It just doesn't make sense. At all.

OH! Another reason the level system is ridiculous is because the adventures are written such that no matter what level you are, the challenges will match you exactly. Got excited because you leveled up from 14 to 15? Got your +1 to hit? Well, guess what... the bad guys are 1 point harder to hit too. It seems like the system is designed to keep your probability of success somewhere close to 50%... at best 60%. And the bad guys improve in their ability to hit you so much faster than your ability to hit them. At high levels, it almost doesn't matter if you have defenses because they don't matter.

I hate the level system

d20 Resolution System

This one is going to include a little probability math, and to make things clearer I'll have to explain the GURPS dice resolution system too. So, I'll start with explaining the two systems. You probably already know that in a d20 system, to figure out if you succeed at a task, you roll 1d20; apply a modifier; and hope to reach a target number. For example, a level 1 fighter might have a +7 (your skill and also called the modifier) to hit a foe with a sword. The target number is the foe's armor class (AC) which for the example we'll say is 16. That means you have to roll a 9 or better on the 1d20 to succeed at hitting. That means a 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, or 20 will be a success. That's 12 of the possible results on the die. That means a 60% chance of success. 12 of 20 of the faces of the die are good results for you.

In GURPS, the dice you roll are three six-sided dice (3d6). The possible results are 3 to 18. This is a narrower window with only 16 possible results. But GURPS does things opposite of d20 systems. Instead of wanting to roll high and achieve a target number, you want to roll low... below your skill level adjusted by modifiers. For example, you might have a swordsman with a skill of 11. You roll 3d6, and if you roll 11 or below, you succeed. You might be thinking "what? the target doesn't have anything to do with how hard they are to hit?". They do, but it's because d20 systems abstracts this exchange into one roll, while GURPS says the target gets to try a defense (like dodging or parrying the attack). We could use a different scenario for our example like trying to climb a rock wall. That would mean a difficulty number in d20 and a modifier in GURPS. But it's not super important to the comparison. You'll see. I'm using the sword skill because it feels more important than a climbing skill.

I mentioned the probability in d20 for the example already, but I didn't mention it for GURPS and that's because 3d6 follows a bell curve instead of the linear progression. If you roll any sized single die, the probability that any result comes up is exactly equal to the other other possible results. If you roll multiple dice, the sum of the results of those dice will begin to follow the bell curve. The more dice you roll, the more likely you will get a result in the middle of the possible sums. I'll go back to speaking more specifically about 3 six-sided dice. instead of 20 possible end results, there are 216 possible combinations of results on the dice. You can roll 1/1/1, 1/1/2, 1/1/3, 1/1/4, 2/4/6, 3/1/5, 6/1/1, 2/1/1, and so on. That's important because it means that the possible sums (end results) can be achieved different numbers of ways. To roll a 3 or an 18 each have exactly 1 combination that makes that result. You have to roll 1/1/1 or 6/6/6. To roll a 10 or an 11 each have 27 possible combinations. You can make 10 by rolling 1/3/6, 2/2/6, 3/3/4, and 24 other combinations. What that means is that you are FAR more likely to roll a 10 or an 11 on 3 six-sided dice.

As I already mentioned in our GURPS side of the example, we're using a skill of 11 for our sword wielder, which is pretty close to average. But that's not important at the moment. Our GURPS swordsman has to roll an 11 or less to succeed at his attempt to strike. If you add up the percent chance of each result from 3 to 11, it comes out to 62.5%. It's pretty close to our first level fighter from Pathfinder up against a foe with AC 16.

In the linear probability of 1d20, every side is just as likely to come up as the others meaning all the results are just as likely as each other. Rolling a 2 is just as likely as rolling a 14. So, when you roll to hit your target and you keep rolling 8 or less to miss, it's well within the probabilities to have a string of really bad luck. In the bell curve probability of 3d6, you are most likely to roll a string of 10s and 11s. The dice balance each other out and you get a more reliable pattern. You're really unlikely to roll a string of failing results with 3d6 if your skill is above average.

Now to make the distinction even easier to see. Let's pick a level 16 fighters with a +30 to hit. Normally that would mean all the bad guys would have an armor class around 40 so your percent chance to hit is still around 50%, but lets say our Pathfinder fighter is going up against a foe with only an armor class of 33. He has to roll a 3 or above to hit giving him a 90% chance to succeed. Our GURPS fighter spends some points to up their skill to 14 giving them a 90.74% chance. It's pretty close. Because the d20 sides have the same probability of coming up as the final result, it is possible to have those strings of bad luck rolling 1s and 2s and missing even those the fighter's skill is arguably insane at +30. With the bell curve helping out the 3d6, we have a genuine 90% chance and when the single bad roll happens, the likelihood of a string of bad results is really low.

Now imagine the amount of effort to have a skill like +30 or 16 that means a 90% chance of success. And imagine how frustrating it would be if while your pathfinder +30 is rolling 1s repeatedly, the the +6 pathfinder fighter is rolling 20s to automatically succeed. How likely is it that someone so experienced and powerful would perform worse than the beginner? A fluke? Sure. But a pattern? That pattern of bad luck with 1d20 happens. I know because it happens to me frequently. I have many roleplaying exeriences where I rolled like crap two through six times in a row in a situations where I was 75% to 90% likely to succeed and have a good result. But in my years playing GURPS I've never had two automatic failures (17 or 18) in a row. This reliability on the probability of the results on 3d6 seems to me to be a more logical representation of reality. Someone highly skilled SHOULD succeed more often than a beginner... and that doesn't always work that way in d20.

Let me try one more way to making it clear. If you roll 10 twenty-sided dice, the sum result will be somewhere near the average (approximately 100 to 110). You are very unlikely to roll ten of any single result. So, you are very unlikely to roll a sum 190+ or 10-. It's going to average. But each roll could be anything from 1 to 20, and it's each result that determines the success or failure in d20, not a summed result that gets skewed toward an average result. It's really the luck of the die with d20 rather than the probability of the dice with 3d6.

And I'll mention again too that Pathfinder tries to balance things so your probability of success doesn't really improve at high levels. In GURPS, if your character is built with your resources spent to focus on a sword skill, you can actually improve your chances relative to the challenges. Two characters in the same group might have 12 and 16 for their sword skills (24% difference), and they are both able to participate without being crushed. If a Pathfinder character has a +10 and their friend has a +5 (25% difference), the one with the +5 better have something different to do in that fight. Or if the one with the +10 didn't take the right feats and only has a +5, they're failing at their job.

I hate the d20 resolution system

Gear and Balance

I set myself for this on in the last section by suggesting that a fighter with only a +5 attack mod when different feats and choices could have gotten them to +10 is failing at their job. Gear is a major way to make a difference in attack and damage in the d20 systems I've played. Magic swords (for our example) are literally essential for a sword fighter. If you don't have that +5 sword at the upper levels, you are screwed. It's a 25% difference in probability. The game is balanced assuming you have the best feat choices; the best class feature choices; and the best gear possible. And that gets you to the roughly 50% chance of success for what they consider balanced.

If our fighter has the right feats and class features to hit with their sword at level 15, the have roughly a +25 to hit. That's +15 from Base Attack Bonus, +2 from two feats of Weapon Focus, +3 from a class feature that grants a bonus, and an assumption of a Strength score of 20 (another +5 to hit). The bad guys at that level have ACs around 40, which would mean the fighter has to roll 15 or higher to hit... a really low chance. This is a freaking 15th level fighter that has been around the adventuring block for a long time. But if they don't have that +5 sword, their chance to deal with the challenges at that level are low. With the +5 sword, the modifier goes up to +30, and suddenly they have to roll a 10 or above, which is a 55% chance instead of 30%. This is ridiculous and broken.

I hate the necessity of maxed out gear and the intention to balance at 50%

Economy

Normal people deal with a few gold pieces a years in total income and expenses. Copper pieces are enough for meals and ale and stays at inns. But a good sword costs golds pieces... how rich are blacksmith's? What about clergy who can make healing potions? One Cure Light Wounds potion costs 50 gold pieces. That's enough to feed five normal people for a year easily. If $2500 in the real-world is enough to feed a person for a year (I think that's a good estimate... a bit over $200 per month), and one cure light wounds potion can feed five people for a year that means one Cure Light Wounds potion is roughtly the equivalent of $12,500. That one potion that can be used exactly once to heal 1d8+1 hit points would cost $12,500. That's already stupid.

A Ring of Protection +1 costs 2000 gold pieces to buy. Two thousand. The shop owner that sells low level magic trinkets figures a town guard has 2000 gold to spend on a +1 to Armor Class? How much are town guards paid when there are people living off of 10 gold a year? Or maybe it's an expectation of financially successful adventurers stopping by to purchase from them. I suppose they'd only have to sell one ring and they're set for life. Why aren't there thieves breaking into these shops ALL THE TIME? I mean literally ALL THE TIME. And why would the town guard getting paid 10 gold a year stop the thieves when the thieves will probably bribe them with a cut of the sales? Or why become a town guard at all? Just steal something and sell it once. Just once... and you're set for life. And that's just the super basic thing that adventurers sell back to stores at half price because +1 is too low. It's not useful to any adventurer past 5th level.

And that's where things get super broken. Adventurers find magic gear that they can't use. It's everywhere. What the frak am I going to do with five +1 longswords? Maybe this town guard can use them at 1000 gold per sword? That's a nice income for selling five swords I looted from my foes. Except... why does this town guard have 5000 gold to spend? And why would they give guards that are paid 10 gold a year swords that worth literally 100 to 200 times that much? That would be like a really rich person in the real world telling me they'll pay me $50,000 a year if I hang on to their bearer bonds worth $5,000,000 dollars. If I'm smart, I can retire on that. So, are we back to selling to the little magic shop that has the Rings of Protection? Maybe they're doing enough business to turn around five magic swords... but now... how much business are they doing? How many low level adventurers are walking through and picking up gear from this one shop? And how many low level adventurers have to be around to support the junk that the high level player-characters are selling here?

And of course it gets worse. Eventually the group is selling +3 weapons. A +1 weapon is purchased for 2000 gold and sold back for 1000 gold. A +3 weapon is purchased for 18,000 gold and sold back for 9,000. When the group is trying to offload spare magic items they don't need worth tens of thousands of gold on a regular basis... what is going on in the city to support that? Relative to a normal person surviving on 10 gold a year, these adventurers are casually getting rid of things worth thousands of times what normal people turn over in a year. It's worse than the real-world income disparity between CEO's and their employees by many fold.

I'm confident in saying that this wouldn't work. It just wouldn't function. Unless adventurers are selling to a rich king that just want to collect everything, it wouldn't work. And those small magic shops wouldn't be possible either because they'd fail to sell in quantity. If the normal customer of a guard (town, caravan, shop, palace, etc) wants a +1 sword and a +1 ring, the price would have to be a few gold pieces for both to make it a viable economic option. And the shops would still get robbed regularly.

The economy is super broken.

Save or Die Magic

Save or Die Magic refers to spells or other effects that force a character to making a saving throw or die. Just in case you don't know what a saving throw is, it's a defensive roll you make against some dangers to avoid some or all of the effects of the danger. For example, a Fireball spell lets you roll a Reflex Saving Throw to take only half damage from the explosion. There are more powerful spells that just make the target of the spell make a saving throw, or they die.

This is the stupidest thing they kept in the game. I get why people might have made this stuff in the early days where the concept seems kind of cool. Players could have their characters learn the spells and use them on the bad guys, and the group could cheer if the bad guy was defeated quickly. It just feels powerful. But, that's anti-climactic. Why would you want the big fights to end with one spell? Isn't one of the reasons for playing to feel the tension of danger of combat? Why would players want things to end so fast?

But the other side of the coin is worse. Bad guys can use these spells on the player's characters. And then of course the player gets to roll that 1d20 that has just as much chance to roll a 1 (or other failure result) as it does to roll any success value. A player's character can die because of one bad roll, and there's nothing they can do to stop it. There's no chance to save yourself. It has happened to my characters a lot in my time playing these d20 games. And in a recent game, my character set off a trap that killed one of the other characters. It completely wrecks the fun for me.

I play roleplaying games to enjoy myself and help others enjoy themselves. When I GM, I consider my job to be to facilitate enjoyment for everyone. I'm not a robot. I'm not running a video game that is cold and uncaring. I'm actively trying to help my players enjoy their time. If I was to run a d20 game, I would alter save-or-die effects somehow so that people don't have characters die for one bad die roll. Honestly, I'd adjust the whole magic system, but I'll address that in the next section. What confuses me is that Paizo (Pathfinder) and Wizards of the Coast (D&D) left this stupid crap in their games. I don't understand why any players would enjoy having their characters killed by one stupid die roll. I totally get characters dying as part of good story or because of a series of events that allowed the player to try to save themselves with clever choices that just fails dramatically. Save-or-die effects are obnoxious.

I hate save-or-die magic.

Stupid Magic System

The magic system is crappy in general. If you go way back to when it was designed, it's based on Jack Vance's concept of magic from one of his book series. And I'm sure it was fine writing and a good story, but I find the system distasteful. His concept of magic was that to cast a spell, you had to prepare yourself in advance with rituals, spell components, and so on. And the preparation was for a specific effect. If you wanted to be able to cast a spell that sheds light so you can see in the dark, you'd prepare that light spell, and then be able to cast it once. Any spell you can cast that day would have to be prepared in advance that way, so you have a specific list of spells you can cast and that's it. For an easy comparison, think about Harry Potter. I'm not suggesting Harry Potter is an excellent robust system, just using it as something most people are likely familiar with. Once you learn a spell, you can cast it as needed. And you can see that when they cast particularly powerful spells it begins to exhaust them. There are plenty of options for how to handle magic, but D&D and Pathfinder chose to stick with an obscure and unpleasant system.

In terms of game mechanics, a wizard (or other normal spell caster... there are a couple variants) gets a certain number of slots for each level of spell they can cast. So, let's just say they can prepare 4 first-level spells and 2 second-level spells. But in their spell book (that tells them how to prepare each spell), they might have dozens of spells listed. The wizard has to decide what spells are most likely to be useful that day and then fill their slots. If they have spells 1-A through 1-M and 2-A through 2-H, they might choose to prepare...

  • 1-B
  • 1-B
  • 1-K
  • 1-L
  • 2-C
  • 2-F

... whatever those spells are, they cast that preparation of the spell and then it's gone for the day. That's why they might prepare a spell twice, and maybe 1-B is a spell they think they'll need to cast more often. Once you run out of prepared spells, you can't cast any more spells. D&D and Pathfinder have made some minor tweaks so that there are a few weak spells that can be cast even after the prepared spells are gone, but the most powerful spells require preparation, and once they're cast, they need to be prepared again the next day to be cast again.

In addition to this horrifyingly limited system, each spell can have components required to cast the spell. It can require speech, ritual movements, and spell components to cast the spells. Remove the ability to use any one of those, and the wizard can't cast the spell. Gag them, tie them up (especially their hands and fingers), or just take away their components and they can't cast spell that require those things. It's supposed to be balanced against the ability for a warrior to lose their sword. But to me, this framework is designed for adversarial GMing. I mentioned earlier that when I run a campaign, I believe it is my job to encourage and support fun for the players. If I'm using rules to hamstring the characters it becomes GM versus Players instead of a cooperative effort. The very existence of the rule that can only be used to hamstring characters is a problem with the system in my opinion. If a GM says that a wizard lost their component bag thinking they're forcing the wizard to be more clever and that it's a fun roleplaying challenge, I consider that to be adversarial. It's a primary feature of a fighter or wizard, and unless it's part of the story in a good way, chopping the legs out from under the character isn't fun. I could imagine the characters getting captured and having to figure something out without their swords or spells. That can be a fun adventure. But if there's no good-story reason for it, just leave it alone.

Back to spell slots and prepared magic... if I was to try to use d20 rules to run a game, I would use a mana pool system. Wizards would have a number of points of mana that can be used to cast spells. To cast a particular spell, they either need to cast it slower from their spell book; have a wand for that spell; a staff with that spell as one of its options; or have the spell prepared in advance using the mana from the pool early which allows full speed casting without need for an implement. I can flesh that out more, but that's probably enough to give you an idea. Sorcerers would have no book and would know fewer spells, but can use their mana pool freely for the few spells they know. eh. Okay. Anyway...

I hate the stupid magic system.

PFS Scenarios and Pre-Written Adventures

I'm not sure how much more I need to write convince anyone that I hate d20 roleplaying systems (that includes the Star Wars d20 system... what a stupid framework to represent Force powers. It's not even close to how it's depicted in the source material). This one is specific to my experience with Pathfinder Society and the Pathfinder Adventure Paths. I'll start with: They're pre-written. That's a bad thing. Here's why...

For me, roleplaying games are about story building. When I create a campaign, I build the setting and come up with a major story arc that is essentially a plan for the villains of the story. I put some helpers into the game that might be NPCs that the PCs know or just news stories the characters hear about or an item that has some connection to the story or whatever. The goal is to give the players ways to connect with the main story without telling them what to do. I set up the starting scenario that has all the players present and they figure out what to do from there. After that introduction, we find out of the players follow any of the threads I ste up or if they have something else they want to accomplish. I have some things prepared and ready, but there's a LOT of improvisation. And what happens is that the players direct the story. Also, if the players give me a good character background, I can spend some time considering how that background might influence the future of the story and how it might tie into the main story arc I have proceeding in the background. Family members can be abducted, or turn out to be on the other side. Indiscretions of the past can come back to haunt them. An old friend might pop up at an unexpected time to give them just a bit of help that they needed. Players are MAJOR contributors to setting and to the way the story develops. In total, it's like an author of a novel who has help from a number of co-authors. The co-authors contribute in ways that wouldn't be possible by playing a video game for example. You're stuck with the video game story, and that might be a really good story (I love Final Fantasy 10 for example), but table-top roleplaying games offer that extra option that is wonderful in my opinion.

Pathfinder pre-written materials essentially take away that wonderful ability. The individual characters don't matter even a little to the shallow stories. Their background can't influence what is already written. Their choices in the game don't direct the game play. It's riding the "It's a Small World" ride at Disney World. You try to turn around and look at displays longer, but you can't get out of the cart, and the cart would keep going even if you did. It's a video game. And any combination of characters can be plugged into the story and it won't matter to the story. Making a Pathfinder character is entirely geared toward being a power gamer because depth of character doesn't matter. Design your character to be as effective as possible. Tragic backstory? Nope. No one cares. Want to travel to see a particular city and see if you can find an item there? Nope... not unless it's part of the scenario. GM's jobs in Pathfinder are to act like the computer that controls the setting. For the convention style Scenarios, you're time-boxed and you try to play your video game and get the job done. For the longer Adventure Paths you might have a GM that let's players control what they do, but really... you've got a long book to get through and characters are railroaded into the story as much as possible. You're still not going to get any kind of melding of Player material and GM material... because it's not GM material. It's Paizo material. My last character escaped his home country to avoid persecution for a crime he didn't commit. There was plenty of material there that could have been used to make the story deeper. But that's not what pre-written materials are for.

What you get is a damn video game. Maybe the players will push for some side quest and maybe the GM will write their own material... but... it seems unlikely. It seems more likely that the GM will push characters back into the book that they have no control over and no effect on.

One last thing about why pre-written stuff sucks is that from the PFS scenarios on up to the PF Adventure Paths, they are shallow stories that are excuses to jump from one combat to the next. Or challenge. Whatever. The players don't enjoy the interactions and have conversations in character just for the sake of the conversation. The players discuss choices, prepare for combat (or challenge), participate in combat (or challenge if they are capable), and then follow along as the next combat (or challenge) is teed up. If what you're looking for is an environment to see how skilled you are at crafting the most efficient character ever... dealing damage and stomping all over the bad guys... this might be for you. But why do it here when you could do that in a video game with much better controlled setting? If you're going to play a table-top RPG, why play a video game style thing instead of a participating in a story with your friends?

I hate the pre-written adventures.

Final Thoughts

d20 sucks. I'm sure there are more things that annoy me about it that I forgot in the process of writing this essay. I mentioned something just bit earlier about what you might be looking for. And I guess that's something you should consider here too. If what you want is a table top game that is all about combat and powergaming, this might be an excellent thing for you. But for me, it's awful. I want creative influence. I want to share my imagination with friends. I want to end up with a story where players and GM alike have a great memory of the session where the characters where sneaking up to their foe's home and end up arguing about a lamp-shade they saw in another house in the neighborhood. Or about the time the master sword-woman of the group got her sword-arm cut off after some really bad luck, and then proceeded to stomp all over that foe with her off-hand... penalties and all. Don't worry... the setting allowed for her to get her arm re-grown, but it turned into a recurring role-playing opportunity where the player made a point of flexing those regrown fingers and having trouble with the memory of having lost her arm. One of my players decided to steal a cigarette truck in a campaign where he had forewarning of a financial collapse in society. It was funny. We roleplayed on our own at a separate time to avoid wasting time for the other players. I accommodated the player. And these final thoughts seem to be focusing on my dislike of the pre-written stuff and my enjoyment of material created by the GM and players, so...

The d20 family of systems just seem to fail in every important way for a table-top roleplaying system from the dice resolution system to the framework to the game balance. Lots of people seem happy with it, but I am not among those people. I guess this essay is primarily for people who have a vague sense they're unhappy with a d20 system, but don't know how to express it yet. Hopefully this is helpful for people to find a more fulfilling game experience. I personally love GURPS and will always run my games using that system. But you can check out systems like FATE, Smallville Roleplaying Game which was a fun thing I got to playtest and is worth a try if you like the setting, Big Eyes, Small Mouth (an anime themed system) and, D6 System, which has the only published Star Wars RPG systems that I liked. I also remember enjoying Shadowrun and Teenage Mutant Ninja Turtles and Other Strangeness. But seriously, GURPS is awesome. It's what's called a toolkit system where you use what you like and leave out what you don't need, making it as simple or complex as makes you happy. It can handle any genre or setting and GMs can do whatever they want in terms of custom rules. I'm a big fan of writing rule sets for the Force for GURPS. It always fits so much better than d20 as a framework.

Anyway, there are a lot of systems out there. Lots more than I listed. You don't have to be trapped in d20. Good luck and have fun!

Friday, January 8, 2021

Does Trump Lose his Pension and Benefits if he is Impeached

The short answer? I don't think he does. I saw a meme going around that talked about it still being good to impeach Trump because it would strip him of his pension and remove the secret service protection. I got excited, because that piece of crap who has been working so hard to destroy our country doesn't deserve any more of our tax money and he certainly doesn't deserve the protection of any of our service folks. But, unfortunately, I think he gets to keep those things. The reason to impeach him at all seems to be to prevent him from ever holding office again. And while that's not as exciting, it's definitely worth it to prevent scum like that from tarnishing this country with his lies, greed, and hatred again.

Here's the meme that motivated my search for hope that Trump could be deprived of more tax money and the service of people he doesn't deserve. It gave me hope. But the claims are hard to find support for.

The first article I found is a Reuters article that talks about how the proceedings would go which is interesting but didn't help.

The second article I found is an article on Mother Jones that seems to suggest that Trump would definitely lose his pension, his protection, and his ability to hold future office, but I don't see a citation for its source of information. Still an interesting read on what effects it might have for Trump.

The third thing I read is about the impeachment of Bill Clinton in what must be an archive article from september of 1998. It supports the Mother Jones article based on a constitutional scholar named John Labovitz.

The last thing I read is the Wikipedia Article about Impeachment in the United States. It's a dry read, but it's just facts... no opinions. It addresses some of the things the Mother Jones Article mentioned, but there's a pretty specific line in the article in the section called "Result of conviction" that says...

Conviction does not extend to further punishment, for example, loss of pension.

So, there seem to be people out there that think Trump could lose his perks, but in reading the wikipedia article, it would seem that the most Trump stands to lose is his ability to hold office again. And that's only if the senate verifies the impeachment and then also pushes for the extra limitation he can't hold office again. That's definitely worth it, but honestly, I genuinely hope Donald gets cut off from the tax-paid benefits he would get. He doesn't deserve them even remotely.

I'll re-focus my internet searches on how likely he'll be thrown in jail for the tax evasion, sexual-assault charges, and the gross negligence that lead to the deaths of tens of thousands of United States citizens in this pandemic. I'm still hopeful for that.

Friday, January 1, 2021

Star Wars Episode 8, Review 17

Trying again to explain why Star Wars Episode 8 is appalling

I've written a fair amount about why I hate episode 8. Much of the writing is re-hash of my own previous posts. This will probably include some of that too, and that also means spoilers. If you haven't seen this stuff yet, and would like to keep the surprises, please don't read this essay. But anyway, I keep writing more because I keep seeing posts and essays about how people really like episode 8. I understand people can have their own opinion, but it seems so clear to me that Rian Johnson has frivolously damaged the story and setting. He has offended me greatly, and I don't understand why anyone who is a fan of Star Wars wouldn't also be offended greatly. So, here we go again.

Subverting expectation

Rian Johnson went into this saying he was intent on subverting expectation. As if that was a laudable goal. Why the fuck would you subvert expectation in a Star Wars movie?! They're designed after action serials... lighthearted... fun... engaging. All you have to do is come up with some story/content that is new and that doesn't break suspension of disbelief for the setting, and use the same framework as the original trilogy. Make it feel like Star Wars and all the fans that loved the original trilogy should love it too. No one was asking for Star Wars to be turned into a giant mess that ruins the characters from the original trilogy. If you want to write scripts that draw an audience in and then WHOA! I wasn't expecting that! That's an impressive subversion of my expectations! Go for it. But Star Wars is pre-existing and there's a lot to it. Trying for some numerous set of mini-twists that surprise the viewer in Star Wars is not the right choice. This was a stupid choice for episode 8.

Killing Luke's character and then killing the character

Luke Skywalker is the person who never gave up on his father. His father is Darth Vader. Darth Vader killed a lot of people. Darth Vader subjugated a lot of people. Darth Vader was a really bad guy, by all accounts. He was evil. Luke went to save his father though. He risked his life and walked right into the lion den to save Anakin Skywalker. But for some reason, the vague sense that his nephew Ben is going to do dark things is enough to make Luke consider killing Ben in his sleep. What the fuck? That makes zero sense for the character. But Rian Johnson thought it might be fun to destroy the character of Luke. So we get the stupid back story of Kylo Ren from Luke Skywalker being nothing like Luke Skywalker. I hate this part of Episode 8 more than any other part.

But it gets worse. For some reason, Luke dies at the end of Episode 8. Not only is Luke barely in Episode 7, but he's broken in Episode 8, and he dies at the end, so he can only be a Force ghost in Episode 9. It's offensive.

Leia? She was in this movie?

Horrifyingly under-used. It's also offensive. Her most exciting moment was using the Force to survive being blown out into space. The main plot she would have fit in this movie was as the teacher of Poe on leadership. But instead, Leia is injurred from her jaunt in space and spends most of the movie in a medical bay. To make things worse here, the purple-haired stand-in for Leia is arrogant and foolish. Poe doesn't know this woman who just took over for Leia. And she's keeping secrets for some reason. If you're about to die as a group of a few hundred people that have to rely on each other to survive, why keep secrets? In case there's a spy that's doing what? Sending messages to the imperial fleet? To what end? They are already tracking you through hyperspace. What more information do the bad guys need? If that spy was dedicated enough to be trying to screw over the rebels in a way that would get everyone including the spy killed, why aren't they just taking a blaster to major power systems on the big ship? And these rebels have been fighting for a while, maybe they have other good ideas that could be tried. Maybe someone will realize they have a hyperspace capable shuttle that could be taken to try to get help... or to start ferrying people off the big ship. Casino world? What the fuck?

I'm digressing. We have a purple-haired lady with no currency in trust or loyalty that is bossing Poe around and keeping secrets from him. When Leia finally explains to Poe what's going on, he has his epiphany and feels bad for not listening to the purple-haired lady. But this is stupid. It seems to be a lesson saying: "do what you're told by authority figures and never think for yourself". The brief moment at the beginning of the movie where Leia points out that Poe got a bunch of his fellows killed to take down one ship was so much better a lesson in leadership than the stupid purple-farce. If they had skipped the purple-haird lady in the first place, and let Carrie Fisher play the part of the experienced rebel leader, I bet things could have gone a whole lot better. No stupid casino sub-plot. No stupid half-baked attempt at disabling the sensor that only ends up ruining things for the rebels. And Poe gets to see Leia asking her people for ideas... gets to see that the leader is dumb if they don't rely on their people. We lost so much potential time with Carrie Fisher in her last role before she passed. I'm super pissed off at Rian Johnson for this one.

Finn and Rose

I'll start this section by saying the actors did fine jobs with what they were given. I have zero malice for them, and I even support the idea of them being used in replacement movies for the bad sequels we were given. Heck, I even like the character of Finn, and Rose was fun too until her effort to stop Finn from killing himself to save everyone... by causing a high speed crash that should have killed them both. And then made it worse by saying that they would win with love... while the gun is about to blow apart their friends. Sweet baby jebus on a stick that's a stupid scene. But I jumped ahead to the end for them. Let me start over...

The two meet, and it's actually a funny meeting. Rose zaps Finn for trying to run away. But then we get this stupid plan to disable a thing on the main badguy ship so they don't realize it's not working and switch to another ship... okay... this is already a stupid macguffin. If all the big ships have the capability, why wouldn't they ALL be using their fancy new sensors to make sure a fluke of some kind on the one ship doesn't make them lose the Rebels again? Redundancy is super useful in critical systems. You don't set up redendancy, and then only use one solution hoping it doesn't fail. What a stupid...

You know what, I'm backing up another step. The big ship at the beginning with the huge guns that destroys the rebel base and then has to charge up to fire again on the fleeing rebel ships? Think about that for a moment. Why wasn't the first shot at the fleeing rebel ships? The base isn't going anywhere and might have useful information like communications records that reveal the existance of another base or whatever. Information. But they blew up the information, and let the rebels escape. Rian Johnson is an idiot.

Alright back to Finn and Rose. They go to a casino city on some world or another because some suave guy there can help them break codes so they can sneak onto the big imperial ship to disable the sensor. Hijinks ensue that includes freeing some mistreated animals that will likely be captured again momentarily, and a really blunt message about how business doesn't care about morality. A fine message, but what am I watching again? Oh right... lighthearted Star Wars where I feel tense about whether the good guys will make it and then cheer when the good guys win. And it's the middle episode of the trilogy, so the bad guys are supposed to be winning, but what's happening again? Code breaker that betrays them, so we can see BB-8 piloting an AT-ST with the head ripped off? And Phasma can be under-used too? Why did anyone think the casino/codebreaker/break-in/escape story line would work? It's a side story about a main character failing that takes up way too much of the movie. Seriously. Finn... a main character from Episode 7 is a bumbling idiot the WHOLE time... except when he tries to stop the big gun from killing his friends, and they don't even let him do that.

Rey and Kylo talk... and Luke is ruined.

Rey and Kylo's part in this movie is pointless enough that I don't even have a strong feeling about it, except where it ruins the character of Luke Skywalker. Luke starts out the movie as a bitter wasted man, and then admits he was a disgusting man too... for considering killing his nephew while the nephew slept. This is simply wrong. It's a stupid story, and for all that destruction of good story, all we get in return is Kylo Ren? Ugh. The actor again did fine with what he was given, but why do I care about this character at all? But this weak shallow character has the honor of being the one that ends Han Solo and has Luke's character torn apart to explain him? Ugh. Whatever. I'm so annoyed that anyone likes this offensive bullshit.

Oh, and despite not getting much training (presumably less than Luke got from Yoda on Dagobah... Rey can effortlessly float a bunch of enormous boulders out of the way for her friends. She's a Mary Sue of ridiculous proportion. But... to be clear... I actually like the character. Just the writing for her progress with the Force is awful. And because Rian Johnson decided to ruin Luke Skywalker, Rey's story is made worse. She could have been such an interesting character. She should have been Luke's daughter like we thought she would be, and Luke is gone because she was hidden from him and he's just looking for his daughter... Jebus... bear with me a moment...

Episode 7 set everything up for failure by being a carbon copy of Episode 4. In thirty years, the Empire hasn't lost any of its power... it still somehow is the major military force in the galaxy, and the New Republic is what? Getting high and hoping the problem will go away while the rebels have to keep doing their underdog thing? Why didn't Episode 6 change anything? Seriously. Thirty years! We have a droid with data that everyone wants stumble into a Force-sensitive person trapped on a desert planet; an unlikely hero that gets caught up in things; a seedy bar with a band; an inherited lightsaber; a super weapon that needs to be destroyed; a rescue from that super weapon; a dark clad evil Force user hunting the good guys down and even butting heads with the politician style military leaders of the military organization... heck... Rey doesn't even know who her parents are... just like Luke. Episode 7 was unfortunate because they didn't write a movie or a history for the thirty intervening years.

I describe all that about Episode 7 because I'm going to admit that Episode 8 had a rough place to start from. There wasn't a lot that could be done from the already messed up point Episode 7 left off on. But, despite me giving it a little slack for the difficult transfer point, Rian Johnson threw out everything he could that Episode 7 tried to provide, and just offered nonsense. It's almost like Rian Johnson realized he had no idea what to do that could be good, so he made up crap that was too obscure, so he could just say he was being artistic and subverting expectations. And then hope people don't figure it out. So, yes... Rey and Kylo are so weak in this episode. Johnson did nothing for them.

Hyperspace jumps can do what?!

Back to the purple-haired lady. Hyperspace travel has been around for thousands of years. Thousands. Think about how fast nuclear technology is progressing in the real world. And if you did that... think about how fast that technology was applied to weapons instead of providing electricity. If jumping a carrier ship toward a fleet of much larger ships can take out the WHOLE FUCKING FLEET... WHY HASN'T ANYONE DONE THAT BEFORE?! It's a serious question. Why isn't there a super missile that has a hyperdrive, that flys toward its target to the right distance and then just jumps to hyperspace at the target? Thousands of years. Super effective. And purple-haired lady is the first person to think of this? This aspect of the movie wrecks the whole setting. Building a Death Star would be so stupid. A huge waste of resources. Everyone has hyperspace technology. When that Death Star is found, one rebel ship flies to it, and launches a huge number of hyperspace missiles at it. Done. No exhaust port needed. No need to attack when it has a shield generated from a nearby moon... just wait until it leaves orbit and nuke... er... hyperspace-missile the hell out of that thing. Rian Johnson wrote himself into a stupid corner when he made the slow chase through space the backbone of his movie. His cast was restricted to where they were for most of the movie. He had to include a hyperspace capable shuttle to let Finn off the ship... and then the escape pods can't be hyperspace capable because that would have ruined his slow chase too. Anyway, large ships would be dumb because they are sitting ducks for these hyperspace missiles. And honestly... in any war... whoever fires first wins. What a stupid cop-out solution Rian Johnson came up with. Moron. Set up the awful story, and then broke the setting to get himself out of it.

Wait... Episode 8 had good parts?

It has some bits I'll accept are good. And I'll give credit. But I'll be clear also. This movie is the worst of the official Star Wars movies. The prequels tried really hard to be the most awful thing possible, but Rian Johnson beat them out. So yeah... here... a few things Episode 8 did well...

  • Poe's initial lesson: I already mentioned this. When Poe is excited that he took down a big badguy ship, and Leia points out how many people died instead of running away with them, Poe gets his first lesson in the real cost of military leadership. I like this one. It made me like the character of Poe more. It gave him a growth arc.
  • Method of delivery: I despise the destruction of Luke's character, but I like how they told the story. Rey got a tiny piece of the story at a time. We got to see that Kylo didn't know the whole thing and his memory of it was slightly off. We got to see the story in stages that let us consider what might really be going on and were along for the ride of discovery. I'm impressed with how the story of Kylo and Luke was told. But again... the story itself was horrifyingly dumb.
  • New Force uses: It's super dumb that Luke dies from the effort, but I enjoyed the illusory projection thing. It was presented well.
  • Leia passes the torch to Poe: I liked the scene where Poe gives the idea for what to do next... genuinely takes the leadership role. And when everyone looks to Leia to confirm it, she gets to act like Carrie Fisher for a moment and says something like "What are you looking at me for? Follow him.". I liked it.

That's all I can think of for good parts. And it definitely isn't enough to offset the bad parts. Fuck Rian Johnson.