Yeah you can as was answered by the tail cap by Blunder in the comments. That is a really simple example of what can be intensive with complicated hair/clothes, but is still a great explanation of how it works even in 3.1. I’ve used simple mesh cloth sims with empties parented to vertices of the simple cloth sim mesh with different pin weights on both armatures and curve set ups in geometry nodes.
One weird thing that frustrated me was how to create the simple mesh cloth sim. I suggest starting with a mesh cube, going into edit mode, press 1 for vertices, press a to select all, press m to merge and choose center to have one vertex mesh then press e to extrude a simple line mesh. You need to choose your pin vertices and parent to your character (typically a parent to bone on the main character armature). I’ve run into issues when trying to get the cloth sim to work on a plane that I merged where the cloth physics didn’t work.
The simple cloth sim mesh is a good technique to add physics to bones or curves. Depending on your preference you can do this with bones that are snapped to the simple cloth mesh vertices/empties or curves that have the same empties as hooks used to animate the curves. Both work well but are intensive on the work needed to set up (a lot of snap cursor to selected, snap selected to cursor, add empty and other repetitive commands and toggling between object and edit mode).
The work is worth it though and is a good way to prevent these bone rigs/curves and the meshes they control from going through the main character when you turn collisions on for the base character mesh. Plus it doesn’t require a complicated mesh to be simulated.
This is just my preference as I’ve found complicated meshes are fussy to get predictable and good results with physics simulations. When I finally came across this technique it just made a lot more sense to me and didn’t seem so overwhelming anymore. It’s a very “Blender” workflow in that it isn’t intuitive or obvious but once you get it, then the possibilities it unlocks are pretty awesome.