By the way, I want to share a surprisingly poignant personal thing that came out of this. I used to love showing my wife nerdy jokes, for her affectionate eye-rolling reaction.
Well, she passed away this past July at the age of 39, and one of my first thoughts after seeing this comic was how nice it would have been to show her this, for her affectionate eye-rolling reaction. But the feeling I had after thinking that was a warm, fuzzy, happy feeling, rather than a sad or mournful one.
This comic helped lift a moment that could have been about mourning the good times that will never be again, into a moment about fondly remembering the good times that were.
So, like, you never know when your art is going to make a big difference in someone’s life. Even when it’s just silly humour with a “she’s just not into you joke” in a webcomic poking fun at Dungeons & Dragons.
Mimic, you don’t seem to understand how cloning works.
Clones (except those made by the spell that are soulless and inanimate until the caster dies) follow certain rules to maximize conflict.
0) Batch size matters a lot. Batches of at least 9 clones will consult the rules once. Batches of 8 will take on every alignment but the original’s. Batches of 4 will take on corner alignments unless the original is in a corner alignment and alive. Batches of 3 will take the other corner alignments if the original is in a corner alignment. All other batch sizes greater than one consult the rules separately for each clone.
1) Paladinoids always flip alignment completely. If there is such a thing as a TN Paladinoid in any setting they become CE or LE with even chances.
2) Druids keep their alignment and become “anti-druids” concerned with the spreading of civilization and/or industry. They care nothing for nature or people living close to nature and only have any concern at all about pollution if they’re NG and it directly affects the health of civilized people.
3) There is a base 1/3 chance the clone of a non-paladinoid non-druid will be CE. If they were already CE they will still hate their original for chaotic reasons.
4) Clones of good people keep their law/chaos alignment and become evil or if not NG flip their law/chaos alignment and become neutral with even odds.
5) Clones of CE people are LE unless they’re antipaladins.
6) Clones of other evil people are CE.
7) Clones of LN or CN people have a 1/3 chance of staying neutral but flipping on the law/chaos axis and a 1/3 chance of keeping their law/chaos alignment but becoming evil. (That’s a 2/3 chance of CN going to CE)
8) Clones of TN non-druids become CE.
Huh, your “anti-druids” are interesting. Someone should make that class for D&D 🙂
I think in the general case batches of 4 are more likely to take the edge alignments rather than the corner alignments, though. One character that distills everything that’s Good about you, one that distills everything that’s Lawful about you, etc.
However, in this case, these aren’t just generic clones, but rather were made by the same artifact that produced Anti-Madeline. We know that this artifact always produces an evil clone, regardless of whether or not the original was already evil, with the strength of the clone depending on how evil the original was. I don’t know how this artifact determines the Law-Chaos axis, although Anti-Madeline definitely seems Chaotic.
I had one int he last fantasy game I ran. It wasn’t D&D, I run much better systems than that, it was GURPS.
Anyway, the “druid” was more concerned with the spread of life than nature and cities are just hives of life, they even have tonnes of plants. So they were more concerned with spreading civilization and trying to make people (any people, humans, dwarves, elves, elves, orcs) more ‘hive’ like, so more communist and trying to figure out how to give every telepathy (their thought was that by sharing thoughts would lead more towards total commune type mindset).
It was a very kinda weird druid. Ohh and they were more on the reshape people into “better” people (making them stronger, tougher, faster, giving them regrowth, adding or removing limbs, teeth, eyes, etc) than ‘turn into animals’… so … they were occasionally in trouble with the locals wherever they went (due to “spontaneous outbreaks of monsterism” in the locals).
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I feel like a celebrity now. Time to squee. SQUEEEEE!
By the way, I want to share a surprisingly poignant personal thing that came out of this. I used to love showing my wife nerdy jokes, for her affectionate eye-rolling reaction.
Well, she passed away this past July at the age of 39, and one of my first thoughts after seeing this comic was how nice it would have been to show her this, for her affectionate eye-rolling reaction. But the feeling I had after thinking that was a warm, fuzzy, happy feeling, rather than a sad or mournful one.
This comic helped lift a moment that could have been about mourning the good times that will never be again, into a moment about fondly remembering the good times that were.
So, like, you never know when your art is going to make a big difference in someone’s life. Even when it’s just silly humour with a “she’s just not into you joke” in a webcomic poking fun at Dungeons & Dragons.
Mimic, you don’t seem to understand how cloning works.
Clones (except those made by the spell that are soulless and inanimate until the caster dies) follow certain rules to maximize conflict.
0) Batch size matters a lot. Batches of at least 9 clones will consult the rules once. Batches of 8 will take on every alignment but the original’s. Batches of 4 will take on corner alignments unless the original is in a corner alignment and alive. Batches of 3 will take the other corner alignments if the original is in a corner alignment. All other batch sizes greater than one consult the rules separately for each clone.
1) Paladinoids always flip alignment completely. If there is such a thing as a TN Paladinoid in any setting they become CE or LE with even chances.
2) Druids keep their alignment and become “anti-druids” concerned with the spreading of civilization and/or industry. They care nothing for nature or people living close to nature and only have any concern at all about pollution if they’re NG and it directly affects the health of civilized people.
3) There is a base 1/3 chance the clone of a non-paladinoid non-druid will be CE. If they were already CE they will still hate their original for chaotic reasons.
4) Clones of good people keep their law/chaos alignment and become evil or if not NG flip their law/chaos alignment and become neutral with even odds.
5) Clones of CE people are LE unless they’re antipaladins.
6) Clones of other evil people are CE.
7) Clones of LN or CN people have a 1/3 chance of staying neutral but flipping on the law/chaos axis and a 1/3 chance of keeping their law/chaos alignment but becoming evil. (That’s a 2/3 chance of CN going to CE)
8) Clones of TN non-druids become CE.
Huh, your “anti-druids” are interesting. Someone should make that class for D&D 🙂
I think in the general case batches of 4 are more likely to take the edge alignments rather than the corner alignments, though. One character that distills everything that’s Good about you, one that distills everything that’s Lawful about you, etc.
However, in this case, these aren’t just generic clones, but rather were made by the same artifact that produced Anti-Madeline. We know that this artifact always produces an evil clone, regardless of whether or not the original was already evil, with the strength of the clone depending on how evil the original was. I don’t know how this artifact determines the Law-Chaos axis, although Anti-Madeline definitely seems Chaotic.
“Huh, your “anti-druids” are interesting.”
I had one int he last fantasy game I ran. It wasn’t D&D, I run much better systems than that, it was GURPS.
Anyway, the “druid” was more concerned with the spread of life than nature and cities are just hives of life, they even have tonnes of plants. So they were more concerned with spreading civilization and trying to make people (any people, humans, dwarves, elves, elves, orcs) more ‘hive’ like, so more communist and trying to figure out how to give every telepathy (their thought was that by sharing thoughts would lead more towards total commune type mindset).
It was a very kinda weird druid. Ohh and they were more on the reshape people into “better” people (making them stronger, tougher, faster, giving them regrowth, adding or removing limbs, teeth, eyes, etc) than ‘turn into animals’… so … they were occasionally in trouble with the locals wherever they went (due to “spontaneous outbreaks of monsterism” in the locals).
Hard to argue with Calamitus’ last statement. Those copies were strong evidence in favour of the Inverse Ninja Effectiveness in Plurality Theory.
You mean the Law of Conservation of Ninjutsu?
Ah, the “Doombot” defense.
Defeat, you say?
Why’s that creepy?
He’s just waiting patiently isn’t he?
(Skipped pages so I’m missing context if that matters.)