SimAntics

I analyze, evaluate, and comment on tabletop role-playing game (RPG) mechanics. I address issues of game balance, simulation accuracy, min-maxing, and optimization.

Showing posts with label Death. Show all posts
Showing posts with label Death. Show all posts
Jun 5, 2011

Death by Falling: Revisions and Simulation

›
One thing I realized while looking over my last post was that I only showed chance of death by impact velocity, not by distance.  Of cours...
Jun 4, 2011

Death by Falling: Real World Information to Guide Mechanics Development

›
So I don't turn away too many readers with the length of this post, here is the executive summary: For an average person in the real w...
1 comment:
May 25, 2011

Death by Falling

›
 [Edit: If you're looking for real information on deaths by falls, see my next two posts here and here .] This is the first of severa...
›
Home
View web version
Powered by Blogger.