Encounterra’s back! https://encounterra.com
It’s been over two years since the alpha version of Encounterra was released—and then had to be taken down a couple of months later due to infrastructure costs.
But now it’s back and better than ever! First, I had to rewrite what I had in C++ for improved performance, and then extend it with many more classes, monsters, and features.
Right now, Encounterra can run full combat simulations using all SRD classes and monsters. And by full, I mean with maps, vision geometry, spell geometry…the lot.
Basically, it takes no shortcuts and makes no simplifications to the rules or abilities. If an ability is implemented, the combatant can actually use it.
Here’s a list of features:
- Great decision-making—complete legal action sequences are evaluated, including movement and positioning, AoEs, AoOs, and more
- Resource- and action-economy awareness
- A Monte Carlo-first approach—you simulate a statistically significant number of iterations of the same matchup, then choose any iteration to watch as an animated replay
- Full combat logs available for download
- Precise multi-attack sequence definitions that are taken into account during action planning
- Effective cooperation between allies—they can buff or heal each other, but only when it’s the optimal thing to do
- Fully implemented abilities, without shortcuts or simplifications (although some design decisions still apply, such as deciding what Charm Person is supposed to accomplish in combat)
- Combatant customization
- Custom combatant creation
- Pre-casts such as Mage Armor and Death Ward
- The option for any combatant to begin hidden or surprised
- A wide range of reactions
- Encounter chaining to model an entire adventuring day, with optional short rests and resource-recovery abilities between encounters
- Day/night and vision mechanics
- Line-of-sight and hiding mechanics—especially relevant for Cunning Action: Hide and Sneak Attack sequences
- A special burrowing layer
- Underwater combat
- Simplified flight mechanics (Ok, possibly the only notable simplification)
- Forced movement
- Full implementation of persistent AoE effects
- Concentration mechanics
- Difficult terrain incorporated into action planning
- Optional starting resource depletion
- Full summoning mechanics
- Kobold Fight Club-like encounter generation
- Example encounters
- Swarms that can share a square with other combatants
- No registration required, although registering provides some benefits, such as saving your party to the cloud and keeping a simulation history
- It’s free! - though donations are most welcome to offset infrastructure costs
And more—you might be surprised by some of the things the action planning takes into account.
If it wasn’t clear by now, the smart decision-making is something I’d really like to highlight. IMHO, it’s what makes or breaks a D&D combat simulator. If the combatants can’t make tactically sound decisions, the results aren’t worth much. Similarly, if key spells or abilities are simplified, the value of the simulation suffers again.
That’s why I’ve spent pretty much two years perfecting it and I'm committed to keep improving it and to keep adding new features.
Disclaimer: Even though years of human-engineering went into the project, AI-assisted coding was still used in the later stages of development, especially to scale the roster of monsters and to generate the art assets!
Anyway, I hope you enjoy it—and if you do, please share it with your nerdy friends.