rules clarifications - save states
7 months ago
Vermont, USA

Given showing a reset and stats rolling isn't required for the runs is there any reason to disallow save state starts? It does provide a potentially unfair advantage vs. hardware runners who can't save state start, but it doesn't do much other than open the game a bit more by letting folks skip the initial RNG gatekeeper of waiting for 500+ stat points... and THEN praying that run can be a run at all >_>

I bring it up as it's not expressly disallowed, but perhaps it should be clarified for or against in the rules?

After trying to get and use save-stated stats:

Seems that the 1st turn RNG, at least for events, gets locked in when you lock in the IQ stat. I had a state earlier that had 528 stats but even waiting up to 10 seconds I was stuck locked into Fief 15 getting hit by the plague. Turn order and such also seems to be pretty static as does NPC actions. After turn 1 though anything can happen again.

Modificato da l'autore 7 months ago
Michigan, USA

I'm fine with it. The only potential argument against is that the way the RNG works, the run could become static, allowing for ninja manips, but anyone could recreate the same setup so I don't see a problem

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