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Text of the page (random words):
ides of the hex is denoted blocked that is no movement may take place through that side if all 6 sides are blocked the entire hex is impassable perhaps a large tree if two or more sides are blocked the hex is considered a partial hex and movement combat buffs may apply the following diagram shows two groups of combatants blue and red the thick black lines show the outline of a small keep with several broken walls providing gaps let us say that the blue combatant entering the keep at the bottom wishes to move elsewhere he ll have to spend 1 ap disengaging from combat leaving him with 1 or 2 ap for movement his possible moves are then as follows for our purposes here we ll ignore certain moves that would end in an opponent s hex such as charging or overbearing later we can make the map more complex by introducing travel costs for each hex but this will be fine for now posted by shelby no comments email this blogthis share to x share to facebook share to pinterest labels combat simulation december 29 2022 combat simulation i my party has just run through their first combat it went well especially considering this was their first combat in authentic d d over the holiday i had some time to think about that combat and whether or not i could use any algorithms to offload any of the work in running the npcs particularly dumb ones with simple motivations in any case an exploration of that project is sure to be enlightening in itself i ll make the code available here another advantage of a system like this is that we can capture a combat in a repeatable and version controllable way at least to a degree the beauty of d d is that a rule system never fully captures the range of human ingenuity and so to some extent the rule system must always be fluidly updated to match feedback from actual play we can break combat action at its simplest level down into move somewhere attack something interact with something these actions can be done more than once per turn in any order depending on the available action points and circumstances with the goal of breaking the enemy s will through death or morale collapse every action taken by an active participant in the combat should be in service of this goal participants who are more intelligent or better trained will select better options than others we can also invert this selection function to simulate the actions of pcs who will choose the worst option in any possible circumstance i ll start by tackling movement which i thought would be the easiest of the three actions that turned out to not bode well for the others let s consider a battlemap with no obstacles and two actors we ll play with the actor on the right giving it 3 ap and the ability to move according to the authentic d d rules without considering other constraints this means that for each ap the actor can move between 1 and 8 hexes in a straight line this generates the following possibility space movement possibilities darker hexes mean more possible paths to reach that hex however there are several constraints we must add which proved to be non trivial to program the actor can only change speed once they can only rotate left or right 60 circ at the end of each ap and they can t move through obstacles in this case that is only the other actor that reduces our space to the following possibility space with constraints added the space is still mostly symmetrical but we can also see the disruption caused by the presence of another actor keep in mind also that this is the possibility space for exactly 3 ap in many cases our actor would only want to move one or two ap or perhaps even look ahead multiple turns movement in 1 ap darker hexes are a higher stride for example if the actor on the right wants to attack the actor on the left they will move at stride 2 for 2 hexes to enter melee and then have 2 ap left to attack in this way we can build up a desirability score for each possible hex and take an optimal or near optimal combination of actions as a result i m not quite done with movement yet right now we only avoid obstacles of other actors i ll need to do some thinking on how to add simple static obstacles such as walls or buildings posted by shelby 5 comments email this blogthis share to x share to facebook share to pinterest labels combat simulation november 25 2022 physics sage ability initial investigation ludwig boltzman who spent much of his life studying statistical mechanics died in 1906 by his own hand paul ehrenfest carrying on the work died similarly in 1933 now it is our turn to study statistical mechanics perhaps it will be wise to approach the subject cautiously goldstein states of matter i am working to add another possible player to my game and they have chosen in what appears to be a theme another backlog study this time the illusionist study of reality to physics physics is a sage study in the field of reality by which the character learns the physical laws associated with the movement of bodies and objects vibration sound optics and light fire and heat the movement of water air and earth flight pressure electricity magnetism and many similar branches and topics that give the character insight into the way that energy including magic ebbs and flows through the environment this knowledge provides opportunity for the character to understand and ultimately control to some degree these forces there is a sense in which my background prepares me well to contribute to this study on the other hand the immense depth of this study presents a challenge to begin with therefore i ll work from a framework as follows to start developing progressively more complex abilities relying somewhat on how i remember my own training progressing identification to manipulation to fabrication these won t map directly to amateur to authority to expert to sage but i m finding it a helpful rubric nonetheless based on the description on the authentic wiki as well as the typical definitions of the broader fields of physics we can line out four distinct areas of study mechanics electromagnetism thermodynamics and thaumaturgy the physical study of magic my gut feeling right now is that thaumaturgy belongs in a higher level of ability and so we can start to build out our abilities structure i ll focus on identification for now there is plenty of time to mull on the rest amateur identify mechanics recognize the physical laws governing the observed mechanical effects of the movement of bodies and objects allowing limited prediction of their origin and future disposition examples include analysis of a potential landslide or the stability of a built structure or the origin of a thrown or shot projectile identify electromagnetism recognize the physical laws governing the observed electromagnetic effects of natural and artificial sources of electricity magnetism and light examples include the identification of naturally magnetized lodestone deposits or the distance to a light source at night identify thermodynamics recognize the physical laws governing the observed electromagnetic effects of natural and artificial sources of fire and heat examples include determining the temperature of a heated metal by its color or the placement of proper ventilation when making a fire in an enclosed space authority identify thaumaturgy recognize the presence of magical energy and identify its likely intent examples include predicting a spell during its preparation but before its casting based on the ebb and flow of magical energy the spell s preparation produces we could even imagine an additional tier of identification for certain areas of physics which would be more difficult to learn such as astrophysics or even potentially anachronistic developments such as relativity or quantum effects i have more to think through on this but i feel this is a good start to the endeavor posted by shelby 1 comment email this blogthis share to x share to facebook share to pinterest labels gameplay sage abilities october 19 2022 detail xv farms in the hinterland what lies between the settled areas and the true wilderness and how can we determine this from the wilderness maps let s begin with an example region featuring two settlements the settlement to the left is about 6000 persons and the right much smaller about 130 these numbers refer only to the urban population of the settlement proper this population number is the source of infrastructure numbers and for that reason is fixed lighter wilderness hexes can be considered cultivated of course not everyone lives in the settlement and so we consider that 85 of the 20hex s total population is rural this comes out to about 15000 and then increases to 18000 due to market spread already we have a problem how are all these people fed as a note the intent is not to micromanage the result such that every individual of hundreds of thousands of people each have their determined job place and caloric intake however we do want to ensure that our results are consistent and coherent the players are not interested in the type of detail produced by slavery to the numbers they want to know usually how far outside the town is the dungeon it is unlikely that a typical dungeon as understood by most parties would remain uncleared within several miles of the farming hinterland we must make the numbers serve us instead for some reason the online worldbuilding community is convinced that a square mile of farmland can support 180 people i m not sure what the origin of this number is and i can t exactly say that it s wrong but it certainly ignores the incredible variability of arable land and agricultural technology but let s pretend it s a viable average at least so we can see where we land our total population of 24000 people then will require some 153 1hexes of farmland outside the city each 1hex is 0 866 sq mi the 20hex itself is only 400 1hexes that certainly reduces the tight feel of the map above into something essentially cleared of all trees and wilderness alternatively we can take the 6000 as the total population that requires about 41 1hexes to feed there are 26 1hexes on the above map which are adjacent to settled hexes so let us assume that the heavy cultivation of those hexes including farming orchards timber management and hunting added to any small plot cultivation of the denser settled hexes yields the caloric requirements of the 20hex quite a lot of work to end up back at the same square however there are some key takeaways from this experiment nonetheless the adjacent wilderness hexes are not pure wilderness and in fact are probably heavily farmed no orc lairs here for this map in particular the smaller settlement although tiny in comparison to the larger controls a slight majority of the productive land which it likely sends a few miles down the road to the larger settlement this is probably a collection of holdings of 1 3 knights who are tied in some way to the larger settlement as a corollary the smaller settlement will have about the same number of agricultural class with a much smaller merchant elite class they will depend heavily on the larger settlement for military protection and most market services there are about 75 fewer people in these hexes than i d previously thought that will have significant implications if questions arise about hex wealth or the mustering of an army posted by shelby 4 comments email this blogthis share to x share to facebook share to pinterest labels case study detail october 14 2022 falconry turning and turning in the widening gyre the falcon cannot hear the falconer things fall apart the centre cannot hold one of my players wants to begin with a focus in falconry i will try my hand at expanding out the rules for the amateur status as an ancient and on going pastime there is no shortage of real world information regarding the training and behavior of these birds bird companionship is an amateur status sage ability where the character gains personal satisfaction and increased experienced bonuses from the presence and use of falcons for any combat where the falconer s bird participates in the fight the falconer receives an additional 5 experience bonus if the falcon is killed in combat this bonus is not awarded rouse to hunt is an amateur status sage ability where the character may send the falcon to hunt for game food refer to the hunting sage ability for the time necessary to locate a target a successful hit which results in a stun or kill will allow the bird to grip the game up to its own bodyweight in its talons and return to the falconer heavier prey which is stunned or killed must be killed or retrieved by the falconer train falcon is an amateur status sage ability which allows the falconer to educate a young bird so that it will perform as desired training a bird is a long and complex process which requires near constant attention the process begins with either capture or hatching a wild hawk under a year of age a passager is suitable for training these can actually be easier to handle than a fletching called an eyass obtained either from a hatchery or a wild nest since an older bird has had time to develop some natural instincts falcon training proceeds through three stages manning behavior and hunting these stages are attained by a series of ability checks using wisdom intelligence or charisma made by the falconer one roll may be made per day the ability stat attempted on a given day cannot be the one used the day before each stage requires that a total of 10 successful rolls be made out of a minimum of 15 the last four rolls of the 15 roll sequence must be successes or the last three rolls in the case of a passager the falconer receives a 1 bonus to the check for each 20 points possessed in falconry once trained the bird may be used by the falconer or sold however a purchased bird will require 1 2 weeks of acclimation to its new owner before its benefits can be realized manning is the process of acclimating the bird to society and in particular to the falconer behavior trains the bird to respond properly to necessary equipment such as gloves perches hoods and leashes and to follow simple vocal or visual signals while falcons cannot be trained to the same degree as dogs they can nonetheless learn to obey commands such as returning to glove perching or hovering hunting trains the bird to attack ground and air prey and to retrieve prey for the falconer when possible the falcon will rely on its own instincts and the body language of the falconer when choosing a target while hunting or in combat waken regard is an amateur status sage ability which affords the falconer opportunities to meet and conspire with persons of local authority an authority not more than one rank above the character may extend an invitation to join them on a hunt i am not yet satisfied with waken regard perhaps it may also grant a bonus when making a request of an authority figure however it will need to differ at least in de...
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HTTP/2 200
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expires Mon, 10 Aug 2026 09:00:53 GMT
date Mon, 10 Aug 2026 09:00:53 GMT
cache-control private, max-age=0
last-modified Wed, 24 Dec 2025 16:48:45 GMT
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server GSE
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server IP 172.217.20.33
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