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Your choice of mass combat rules
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<blockquote data-quote="questbreaker" data-source="post: 3698605" data-attributes="member: 51440"><p>your mass battle would deal a lot with what each side had for an offense. like is one side technologically or magically superior? is one side a bunch of bloodthirsty damage machines that can suck up punishment? does one side have a terrain advantage?</p><p></p><p>i would make it a sort of skill check, with each advantageous situation adding a modifier to one side and subtracting a modifier to the other, and vice versa. then make an opposed skill check (war skill modifier +d20 for small scale battles, +d100 for large battles). for each point that one sides result is lower than the other, say that many people/units/etc die on that side. example:</p><p></p><p>side A is laying siege to side B's castle</p><p></p><p>side A: </p><p>war skill trained to 30 ranks </p><p>+5 huge siege weapons</p><p>-3 low ground</p><p>+1 charismatic leadership</p><p>total war skill modifier 33</p><p></p><p>side B</p><p>war skill trained to 20 ranks</p><p>+3 high ground</p><p>+5 defensive wall</p><p>+5 magically superior </p><p>+3 preparation </p><p>total war skill modifier 36</p><p></p><p>side A 33+1d100 versus side B 36+1d100</p><p></p><p>each minute of combat, the roll is made. side A rolls 47 and side B rolls 74. the totals are side A 33+47=80 versus side B's 36+74=110. side B's modifier is higher by 30, so 30 people (or 300 or 30,000; depending on the size of the battle and how fast you want it to be over with) die (or whatever the condition of losing is, perhaps they are turned to stone or something, it could be conditional to what kills them, especially if there are mages present).</p><p></p><p>in the next minute the roll is made again (if the PCs are involved in the combat, if they arent i would make the roll once an hour). apply new modifiers according to the events following the last roll.</p><p></p><p>side A: </p><p>war skill trained to 30 ranks </p><p>+4 huge siege weapons (down from 5, several were destroyed by side B)</p><p>-6 low ground (several mages on side B cast "soften earth and stone" to make the assault more difficult)</p><p>+1 charismatic leadership</p><p>total war skill modifier 29</p><p></p><p>side B</p><p>war skill trained to 20 ranks</p><p>+3 high ground</p><p>+4 defensive wall (section damaged by side A's seige engines)</p><p>+5 magically superior </p><p>+3 summoned help (side B mages summoned monsters to raze the enemy forces)</p><p>+2 preparation (preparation influences battle less and less as time passes)</p><p>total war skill modifier 37</p><p></p><p>repeat the same opposed roll as last time, and from that decide what the results are.</p><p></p><p>i hope this makes things interesting for you.</p></blockquote><p></p>
[QUOTE="questbreaker, post: 3698605, member: 51440"] your mass battle would deal a lot with what each side had for an offense. like is one side technologically or magically superior? is one side a bunch of bloodthirsty damage machines that can suck up punishment? does one side have a terrain advantage? i would make it a sort of skill check, with each advantageous situation adding a modifier to one side and subtracting a modifier to the other, and vice versa. then make an opposed skill check (war skill modifier +d20 for small scale battles, +d100 for large battles). for each point that one sides result is lower than the other, say that many people/units/etc die on that side. example: side A is laying siege to side B's castle side A: war skill trained to 30 ranks +5 huge siege weapons -3 low ground +1 charismatic leadership total war skill modifier 33 side B war skill trained to 20 ranks +3 high ground +5 defensive wall +5 magically superior +3 preparation total war skill modifier 36 side A 33+1d100 versus side B 36+1d100 each minute of combat, the roll is made. side A rolls 47 and side B rolls 74. the totals are side A 33+47=80 versus side B's 36+74=110. side B's modifier is higher by 30, so 30 people (or 300 or 30,000; depending on the size of the battle and how fast you want it to be over with) die (or whatever the condition of losing is, perhaps they are turned to stone or something, it could be conditional to what kills them, especially if there are mages present). in the next minute the roll is made again (if the PCs are involved in the combat, if they arent i would make the roll once an hour). apply new modifiers according to the events following the last roll. side A: war skill trained to 30 ranks +4 huge siege weapons (down from 5, several were destroyed by side B) -6 low ground (several mages on side B cast "soften earth and stone" to make the assault more difficult) +1 charismatic leadership total war skill modifier 29 side B war skill trained to 20 ranks +3 high ground +4 defensive wall (section damaged by side A's seige engines) +5 magically superior +3 summoned help (side B mages summoned monsters to raze the enemy forces) +2 preparation (preparation influences battle less and less as time passes) total war skill modifier 37 repeat the same opposed roll as last time, and from that decide what the results are. i hope this makes things interesting for you. [/QUOTE]
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