Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 8676621" data-attributes="member: 82106"><p>Put it this way, if I was going to simulate ACTUAL MELEE COMBAT such as what is depicted in D&D, first I would build a model of forces and such that took into account mass, momentum, etc. in various ways. I'd want it to analogize the generation of kinetic energy by muscular effort, transferred into weapons, and then delivered to targets.</p><p></p><p>At the process level I think you'd need to evaluate who is acting and who is reacting, somehow, and then consider factors like whether the attacker is being cautious or reckless, and then likewise considering the options and choices of the defender (if any). This would all need to include some sort of perceptual model as well as somehow representing the 'OODA loop' that is each participant's mental process. </p><p></p><p>I am so far from having a coherent idea of how this would even work that I cannot state how this all would be designed, but it would be VERY different in character from what Gygax proposed, or what most existing FRPGs do now. I mean, probably, the best sort of strategy would simply be to go with a very loose system of intentions and moves, more like what Dungeon World 'combat' is like than being similar to D&D. It might be possible from there to formalize it a little more, introduce position, size, etc. as more definite objective factors, etc. </p><p></p><p>The thing is, I don't believe any of the above will actually make a terribly interesting game!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8676621, member: 82106"] Put it this way, if I was going to simulate ACTUAL MELEE COMBAT such as what is depicted in D&D, first I would build a model of forces and such that took into account mass, momentum, etc. in various ways. I'd want it to analogize the generation of kinetic energy by muscular effort, transferred into weapons, and then delivered to targets. At the process level I think you'd need to evaluate who is acting and who is reacting, somehow, and then consider factors like whether the attacker is being cautious or reckless, and then likewise considering the options and choices of the defender (if any). This would all need to include some sort of perceptual model as well as somehow representing the 'OODA loop' that is each participant's mental process. I am so far from having a coherent idea of how this would even work that I cannot state how this all would be designed, but it would be VERY different in character from what Gygax proposed, or what most existing FRPGs do now. I mean, probably, the best sort of strategy would simply be to go with a very loose system of intentions and moves, more like what Dungeon World 'combat' is like than being similar to D&D. It might be possible from there to formalize it a little more, introduce position, size, etc. as more definite objective factors, etc. The thing is, I don't believe any of the above will actually make a terribly interesting game! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
Top