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<blockquote data-quote="Imaculata" data-source="post: 7192660" data-attributes="member: 6801286"><p>That is something that I'm still working out. I play 3.5, and there aren't really any good massive battle systems for 3rd edition that I know of. We are currently using the rules for ship combat as written in Stormwrack, but that only works for small battles. Stormwrack assumes that any naval battle should be moved into a boarding action as soon as possible, and then you're back to regular combat. So I'm thinking of homebrewing it a bit, and maybe taking some inspiration from the few massive battle books that exist.</p><p></p><p>One of the ideas that recently came up, was to simply illustrate the conflict with cards. You basically have a map of the battle zone, and you place cards on the areas where a conflict in ongoing. The players can then dedicate their forces to that conflict, or engage the conflict themselves. Their allies could also be represented with cards, which the players can place on the conflict card to commit their forces to that conflict. Wether their forces are successful would still come down to a dice roll (D6), but perhaps adding extra forces gives them an extra die to roll with.</p><p></p><p>For example, you could have a naval blockade that has a strength of 2 (meaning two 6-side dice are rolled to resolve that conflict). The players can then dedicate one of their forces to resolving that blockade, which gives them one die, or they could dedicate two of their forces, or maybe even three, which would give them three die and an almost guaranteed victory. You then roll the die, and the highest number succeeds.</p><p></p><p>If the players decide to go in themselves, then you just play out the battle as per the rules of Stormwrack. Otherwise the battle happens offscreen, and you just give the players the results. There should also be consequences to winning or failing an objective. I was thinking that upon failing an objective, two more conflicts can spawn (again represented by cards). Winning an objective, could give them a spare die to work with.</p><p></p><p>But like I said, I'm still working this out. I may test this system with my players two or three sessions from now, in a some what smaller scale battle.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7192660, member: 6801286"] That is something that I'm still working out. I play 3.5, and there aren't really any good massive battle systems for 3rd edition that I know of. We are currently using the rules for ship combat as written in Stormwrack, but that only works for small battles. Stormwrack assumes that any naval battle should be moved into a boarding action as soon as possible, and then you're back to regular combat. So I'm thinking of homebrewing it a bit, and maybe taking some inspiration from the few massive battle books that exist. One of the ideas that recently came up, was to simply illustrate the conflict with cards. You basically have a map of the battle zone, and you place cards on the areas where a conflict in ongoing. The players can then dedicate their forces to that conflict, or engage the conflict themselves. Their allies could also be represented with cards, which the players can place on the conflict card to commit their forces to that conflict. Wether their forces are successful would still come down to a dice roll (D6), but perhaps adding extra forces gives them an extra die to roll with. For example, you could have a naval blockade that has a strength of 2 (meaning two 6-side dice are rolled to resolve that conflict). The players can then dedicate one of their forces to resolving that blockade, which gives them one die, or they could dedicate two of their forces, or maybe even three, which would give them three die and an almost guaranteed victory. You then roll the die, and the highest number succeeds. If the players decide to go in themselves, then you just play out the battle as per the rules of Stormwrack. Otherwise the battle happens offscreen, and you just give the players the results. There should also be consequences to winning or failing an objective. I was thinking that upon failing an objective, two more conflicts can spawn (again represented by cards). Winning an objective, could give them a spare die to work with. But like I said, I'm still working this out. I may test this system with my players two or three sessions from now, in a some what smaller scale battle. [/QUOTE]
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