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Unearthed Arcana - The 5E "Battlesystem" Mass Combat Rules Are Here!
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<blockquote data-quote="ashockney" data-source="post: 7662354" data-attributes="member: 1363"><p>Fantastic!</p><p></p><p>What a great start. Very similiar playtest approach to what they did the last two years. Just the basics, but plenty to work with and chew through to test and provide feedback.</p><p></p><p>Things I LOVE:</p><p>*Skirmisher vs Regiment battle unit - brilliant!</p><p>*Tying highest "DEX" in Skirmishers to init and lowest DEX in Regiment to Init - gaming mana from heaven!</p><p>*Join and commander actions - wow, could I have used this when I ran my 5e HoTDQ campaign! Man. Three amazing battles, this feels like exactly what I wanted.</p><p>*Movement - adjacent to other stands - simple, feels right and NO AOO! Same with can't move through regiment space. Perfect!</p><p>*Objecives - holy cow this is HUGE and important! Can we have this for all D&D combats effective immediately?</p><p></p><p>Things I want to playtest, but I think look interesting:</p><p>*Working in "size" to the units</p><p>*Attack, Aid, Defend, March, Dash, Hide, Retreat - a great start for actions</p><p></p><p>Skeptical, but will playtest before concerns raised:</p><p>*Cast A Spell - I'm most concerned here, this one will need the most playtest no matter what</p><p>*Victory Points - this system is SO important (see above) it must have clear guidance for establishing and rewarding</p><p>*Consequences and Rewards - this is huge, we need a subsystem</p><p>*Minis vs Theater of the mind - I have a tendency towards the latter, and hope this won't pin me down, but I like the very, very simple premise to build upon</p></blockquote><p></p>
[QUOTE="ashockney, post: 7662354, member: 1363"] Fantastic! What a great start. Very similiar playtest approach to what they did the last two years. Just the basics, but plenty to work with and chew through to test and provide feedback. Things I LOVE: *Skirmisher vs Regiment battle unit - brilliant! *Tying highest "DEX" in Skirmishers to init and lowest DEX in Regiment to Init - gaming mana from heaven! *Join and commander actions - wow, could I have used this when I ran my 5e HoTDQ campaign! Man. Three amazing battles, this feels like exactly what I wanted. *Movement - adjacent to other stands - simple, feels right and NO AOO! Same with can't move through regiment space. Perfect! *Objecives - holy cow this is HUGE and important! Can we have this for all D&D combats effective immediately? Things I want to playtest, but I think look interesting: *Working in "size" to the units *Attack, Aid, Defend, March, Dash, Hide, Retreat - a great start for actions Skeptical, but will playtest before concerns raised: *Cast A Spell - I'm most concerned here, this one will need the most playtest no matter what *Victory Points - this system is SO important (see above) it must have clear guidance for establishing and rewarding *Consequences and Rewards - this is huge, we need a subsystem *Minis vs Theater of the mind - I have a tendency towards the latter, and hope this won't pin me down, but I like the very, very simple premise to build upon [/QUOTE]
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Unearthed Arcana - The 5E "Battlesystem" Mass Combat Rules Are Here!
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