Breaking down Trophy Gold combat outcomes

The method: I simulated millions of Trophy Gold combat encounters with different numbers of participants and enemy endurance levels. Then I recorded the ruin experienced by each character and made some graphs.

  • You can read the Trophy Gold combat rules in the Trophy SRD.
  • Plain combat in Trophy Gold is easy to model because every participant contributes the same attack and risks the same ruin.
  • When I say I'm modeling "plain" combat I mean "all participants join the first round and fight to the death".

Boxplots of results

Participant count doesn't matter too much: The difference between the expected ruin taken by a participant in a solo fight compared to a whole party fight doesn't differ by that much. This is because damage is based on the number of dice being rolled more than the number of rounds being fought. A dice pool for a solo participant after 2 rounds has the same amount of risk as a single round of combat with 3 participants.

  • This effect can be seen in the slightly-less damage incurred by 2 participants compared to 5 against a 7-endurance enemy; the extra dice become a liability for lower targets.
  • This ignores the "defenses" of enemies where they can give conditions to attackers, which is where the risk of prolonged combat can be enforced.
  • This means endurance levels within an incursion don't need to be adjusted depending on the number of players.

Boxplots of results

Combat gets rapidly more dangerous from 10 to 12 endurance: A player engaged in combat with a 10-endurance enemy can expect 1-2 ruin, jumping to 3-5 ruin for 12-endurance; the variance grows as well.

  • GMs should make sure they have enemies with exciting defenses to avoid needing to rely purely on the combat.
  • An 8-endurance enemy with some cool defenses is more exciting than an 11 without.

Some technical details: This was all done as a Python script that implemented the Trophy combat roll rules and ran a ton of simulations. I did some kernel density estimation to make a continuous distribution for plotting. I'm not great with statistics so the specific parameters were mostly based on vibes.