I've been experimenting with a few math-things to make sim-systems for conflict that have a handful (3 to 5) of compact (2 to 4 states) elements with LOTS of info stored in the combinations. Contrasted with one or two elements with 30 states, like HP, etc.
I've been experimenting with a few math-things to make sim-systems for conflict that have a handful (3 to 5) of compact (2 to 4 states) elements with LOTS of info stored in the combinations. Contrasted with one or two elements with 30 states, like HP, etc.
One represents fatigue or compensatory capacity. There are no long-term consequences to losing "fatigue."
After pool one is depleted, further damage (to pool two) is going to cause probably-permanent problems.
Fights shift to negotiation when the stakes rise.
One represents fatigue or compensatory capacity. There are no long-term consequences to losing "fatigue."
After pool one is depleted, further damage (to pool two) is going to cause probably-permanent problems.
Fights shift to negotiation when the stakes rise.
You should probably take that active perception check again.
You should probably take that active perception check again.
I don't know anything that helps in the moment (try hugs, tho). I've found after-the-fact compassion for myself in understanding that my non-cognitive systems are scared and confused, and are begging me to JUST STOP, even though that probably won't help.
I don't know anything that helps in the moment (try hugs, tho). I've found after-the-fact compassion for myself in understanding that my non-cognitive systems are scared and confused, and are begging me to JUST STOP, even though that probably won't help.