That sounds a lot like what path to pelantas does, only with more manual
influence and not so much just reading through the battles. The problem with
any kind of realistic combat is inevitably it'll get old and you'll have
seen all the descriptions. This is one major reason why I prefer games that
have bosses, newer enemies as you progress, maybe a rival to show you up at
every turn. It keeps things interesting because each boss, each enemy has
its own set of attacks and especially in the bosses case you have to
strategize and plan ahead, trying to predict what attack it might or might
not use and keep either yourself, or all your party members alive. I've
never done anything with pen and paper roleplaying, but from some online
transcripts I've seen it does look pretty neat under the right conditions,
so I could probably take an interest in that as well.
From: "Christopher Bartlett" <themusicalbre...@gmail.com>
Sent: Thursday, July 16, 2009 6:00 PM
To: "'Gamers Discussion list'" <email@example.com>
Subject: Re: [Audyssey] Combat was: Creating Roll Playing Games From Scratch
Actually, this is exactly the sort of thing a computer would be good at.
You could have a list of maneuvers to choose from against your opponent,
would also choose based on the tactical situation, with some randomness to
keep things from degenerating into complete predictability. Each
maneuver/countermaneuver could impose restrictions on the next set of
choices. Character attributes/skills could influence the success of the
With a computer to keep track of all the complex stuff, it should be
possible to present the player with a set of choices and descriptive text
describing the effect of the last set of choices.
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