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Limiting focus fire in TotM play
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<blockquote data-quote="slobo777" data-source="post: 6011110" data-attributes="member: 6694877"><p>I'm putting together some software to "playtest" building encounters and adventuring days. I've done similar before for 3E and 4E.</p><p></p><p>So far, combat is one large spinning melee, a bit like a Taz whirlwind, that spits out survivors at the end. Inside it, each combatant attacks a random enemy on their action.</p><p></p><p>I want to add choices, of actions and who to attack. In practice that means each character will assess its options and choose something that reduces the balance of threat to their team (with "threat" backed by some maths on likely result and "balance of threat" accounting for risks).</p><p></p><p>I've done this before, and I know that if given free choice of who to attack, the computer will have each team focus fire on every turn. This is a common and natural consequence of ablating hit points (or any other resoucre-based defences, including e.g. actions used to defend).</p><p></p><p>In real games this happens a lot less. I'd like my program to represent real games in the long term, so it's time to think about this.</p><p></p><p>What I'd like to build is a simple, robust Theatre of the Mind environment that represents some typical (i.e. non-Taz) combat scenario, and that also restricts choice of who to attack.</p><p></p><p>Back in the day, my group achieved this in two main ways:</p><p></p><p>1) Lots of use of choke points - doorways, narrow corridors etc.</p><p></p><p>2) DM plays "nice" and generally doesn't focus-fire, e.g. rolling randomly or picking a focus for each monster.</p><p></p><p>these were often used in combination.</p><p></p><p>The computer can be made to understand (1), but not really (2) because it plays out so subjectively.</p><p></p><p>I'd really like to give the computer a "killer instinct" and show the game rules playing out with reasonable encounter balance. First because I like to play that way, but second because a big motivation here for me isn't D&D at all, but a chance to play with Genetic Algorithms <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite6" alt=":cool:" title="Cool :cool:" loading="lazy" data-shortname=":cool:" /></p><p></p><p>So, anyway, the point of my thread: <em>I'd like to canvas for TotM setup, examples of play or adjudication that I can use for inspiration on how to implement this. </em></p></blockquote><p></p>
[QUOTE="slobo777, post: 6011110, member: 6694877"] I'm putting together some software to "playtest" building encounters and adventuring days. I've done similar before for 3E and 4E. So far, combat is one large spinning melee, a bit like a Taz whirlwind, that spits out survivors at the end. Inside it, each combatant attacks a random enemy on their action. I want to add choices, of actions and who to attack. In practice that means each character will assess its options and choose something that reduces the balance of threat to their team (with "threat" backed by some maths on likely result and "balance of threat" accounting for risks). I've done this before, and I know that if given free choice of who to attack, the computer will have each team focus fire on every turn. This is a common and natural consequence of ablating hit points (or any other resoucre-based defences, including e.g. actions used to defend). In real games this happens a lot less. I'd like my program to represent real games in the long term, so it's time to think about this. What I'd like to build is a simple, robust Theatre of the Mind environment that represents some typical (i.e. non-Taz) combat scenario, and that also restricts choice of who to attack. Back in the day, my group achieved this in two main ways: 1) Lots of use of choke points - doorways, narrow corridors etc. 2) DM plays "nice" and generally doesn't focus-fire, e.g. rolling randomly or picking a focus for each monster. these were often used in combination. The computer can be made to understand (1), but not really (2) because it plays out so subjectively. I'd really like to give the computer a "killer instinct" and show the game rules playing out with reasonable encounter balance. First because I like to play that way, but second because a big motivation here for me isn't D&D at all, but a chance to play with Genetic Algorithms :cool: So, anyway, the point of my thread: [I]I'd like to canvas for TotM setup, examples of play or adjudication that I can use for inspiration on how to implement this. [/I] [/QUOTE]
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Limiting focus fire in TotM play
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