Zappo
Explorer
I've read the mass combat system presented in Warcraft: Alliance & Horde Compendium. I think that it had already been printed elsewhere, but I don't know where. Anyway, I have a serious doubt about spellcasting in that system.
A battle round is one minute long. During this time, a unit can basically move and do a full attack, or do two full attacks. Normally, a character has ten rounds of actions in a minute.
Now, this is fine for moving, as you just multiply the speed by ten, and is reasonable for combat, as the attack system is slightly different than standard combat and can be thought of as taking into account the many single attacks that happen in a minute.
Where it starts having troubles is spellcasting. You can't assume that a wizard is casting "many single spells" in a minute, so rules are given to resolve the effect of a single spell in unit terms. How many infantrymen are hit by a fireball, that sort of stuff. It is even mentioned that a spellcasting unit can cast one spell per battle round (ie, minute); this is kinda strange since the casting time is 6 seconds and there is no reason for which spellcasters shouldn't be able to cast ten spells in a battle round. But I could handwave that and assume that the casters have to move so that they see their target, organize themselves for maximum effectiveness, and whatnot.
Where it really breaks down, and here is my problem, is with individual casters. I really can't see why a high-level wizard in the middle of a battle couldn't by these rules cast ten spells per battle round. But that would be terribly unbalanced in favor of the wizard. So I have to assume that, as for units, characters in mass combat can only act once per battle round. But I can already hear the complaints of wizard players - why can't I cast one spell per 6 seconds as usual? And I honestly don't know what to answer to that.
Is there anyone here who is familiar with that system? How did you solve this paradox?
A battle round is one minute long. During this time, a unit can basically move and do a full attack, or do two full attacks. Normally, a character has ten rounds of actions in a minute.
Now, this is fine for moving, as you just multiply the speed by ten, and is reasonable for combat, as the attack system is slightly different than standard combat and can be thought of as taking into account the many single attacks that happen in a minute.
Where it starts having troubles is spellcasting. You can't assume that a wizard is casting "many single spells" in a minute, so rules are given to resolve the effect of a single spell in unit terms. How many infantrymen are hit by a fireball, that sort of stuff. It is even mentioned that a spellcasting unit can cast one spell per battle round (ie, minute); this is kinda strange since the casting time is 6 seconds and there is no reason for which spellcasters shouldn't be able to cast ten spells in a battle round. But I could handwave that and assume that the casters have to move so that they see their target, organize themselves for maximum effectiveness, and whatnot.
Where it really breaks down, and here is my problem, is with individual casters. I really can't see why a high-level wizard in the middle of a battle couldn't by these rules cast ten spells per battle round. But that would be terribly unbalanced in favor of the wizard. So I have to assume that, as for units, characters in mass combat can only act once per battle round. But I can already hear the complaints of wizard players - why can't I cast one spell per 6 seconds as usual? And I honestly don't know what to answer to that.
Is there anyone here who is familiar with that system? How did you solve this paradox?