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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="Hussar" data-source="post: 8676379" data-attributes="member: 22779"><p>Again, that's dodging the point. We don't have to show you what simulation mechanics look like. I mean, we already have- the so called "quantum pocket" is a perfectly fine simulation of being prepared to undertake a task. Gives results that make perfect sense in the context of the fiction of the game - so, we've already shown you what simulation mechanics look like. Plus, it's been pretty clearly demonstrated that "black box mechanics" which only give you results are not simulations.</p><p></p><p>So, what exactly are you looking for here? I mean, take a more simulation approach to combat.</p><p></p><p>Attacker makes attack and succeeds. Defender can choose to parry or dodge or soak the attack (possibly more than one depending on the situation). Defender fails to stop the attack from succeeding. Attacker deals damage in keeping with the attack made. </p><p></p><p>In other words, the simulation is granular enough that we can actually follow events from A to B to C and the mechanics inform the narrative. </p><p></p><p>Or we're doing a conversation. A wants to convince B of something. Now, again, we need a more granular system than D&D has. A makes an initial statement of some sort and B makes a counter argument. Mechanics decide who succeeds this round. After a pre-set number of successes (based on what exactly you're trying to convince the person to do - the more difficult, the more times you need to succeed), one side or the other prevails and the goals set out at the outset of the contest are resolved. Again, we have a system where you have enough points of information all the way along to actually create a narrative that can be followed instead of "Roll persuasions, you succeed, the NPC does what you want (within reason set by the DM)". What you said, how you said it, what arguments you made, tone, anything like that, is completely unknown in the current system.</p><p></p><p>But, again, none of this is terribly rare or hard to find. These systems are found in lots of RPG's and have been found in RPG's for a long time. Granted, they generally aren't found in D&D, but, that's because D&D isn't a simulation system. So, of course you don't have this level of granularity in D&D.</p></blockquote><p></p>
[QUOTE="Hussar, post: 8676379, member: 22779"] Again, that's dodging the point. We don't have to show you what simulation mechanics look like. I mean, we already have- the so called "quantum pocket" is a perfectly fine simulation of being prepared to undertake a task. Gives results that make perfect sense in the context of the fiction of the game - so, we've already shown you what simulation mechanics look like. Plus, it's been pretty clearly demonstrated that "black box mechanics" which only give you results are not simulations. So, what exactly are you looking for here? I mean, take a more simulation approach to combat. Attacker makes attack and succeeds. Defender can choose to parry or dodge or soak the attack (possibly more than one depending on the situation). Defender fails to stop the attack from succeeding. Attacker deals damage in keeping with the attack made. In other words, the simulation is granular enough that we can actually follow events from A to B to C and the mechanics inform the narrative. Or we're doing a conversation. A wants to convince B of something. Now, again, we need a more granular system than D&D has. A makes an initial statement of some sort and B makes a counter argument. Mechanics decide who succeeds this round. After a pre-set number of successes (based on what exactly you're trying to convince the person to do - the more difficult, the more times you need to succeed), one side or the other prevails and the goals set out at the outset of the contest are resolved. Again, we have a system where you have enough points of information all the way along to actually create a narrative that can be followed instead of "Roll persuasions, you succeed, the NPC does what you want (within reason set by the DM)". What you said, how you said it, what arguments you made, tone, anything like that, is completely unknown in the current system. But, again, none of this is terribly rare or hard to find. These systems are found in lots of RPG's and have been found in RPG's for a long time. Granted, they generally aren't found in D&D, but, that's because D&D isn't a simulation system. So, of course you don't have this level of granularity in D&D. [/QUOTE]
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