Simultaneous Resolution

A form of action or effect resolution where multiple actions or effects happen at the same instant of time, requiring some system to arbitrate conflicting situations.

For combat in a discrete-time game this will require an intentions phase to issue commands to combat units, because actions can’t be resolved in simultaneously if they aren’t all known in advance.

Simultaneous resolution can arise even in systems not using it for combat actions - multiple effects that trigger “on the end of turn” or “when an attack is made” must have some logic in how they resolve, especially when they cause opposing effects, and that resolution could be either be simultaneous, sequential, or some more complex grouping of both.

Example 1: Combat Actions

Bob the Fighter and Alice the Cleric (the Player’s units) are in combat with Zog the Dark Wizard (the AI’s units).

In this combat round Bob will drink the potion, Alice will cast her healing spell, and Zog will cast his damage spell.

Ordered Resolution

If we were using ordered resolution, and using the rule that 0 HP immediatly results in death, here are all the possible orderings:

But what if we want to resolve these actions in parallel, i.e. simultaneously and instantaneously?

Simultaneous Resolution

The essence of simultaneous resolution is that there is no concept of time during the resolution procedure. As soon as we start assigning “cast times” or “delays” to specifc abilities we have returned to ordered resolution. Grouping different types of effects together and then ordeing the groups results in a phased design, with the possibility that the events within the group will still require simultaneous resolution. What we need is a set of rules that, no matter what order they are evaluated, will arrive at the same outcome.

Games using this mechanic