Pathfinder 1E An analysis of the Pathfinder SRD/Kingmaker/Ultimate Campaign mass combat system

ZenFox42

First Post
After checking out about 8 of the most forum-recommended mass combat systems (in no order : War Machine, GURPS, Kingmaker, Heroes Of Battle, Conan, Die Men!, Green Ronin, Cry Havoc), I focused my attention on Kingmaker because it was by far the simplest system, using much of the existing system’s structure, with the fewest army “specs” (numbers), and melee rolls that are very similar to ordinary combat (d20+“to hit” bonus vs. AC, with a damage bonus if successful). It incorporates many tactical options into the attack, AC, and damage modifiers, thus allowing players to implement tactical choices easily. It is also in theory usable with any recent “d20”-based system.

As a computer programmer with decades of experience, I decided to simulate the Kingmaker mass combat system, to see how well things worked or didn’t.

First off, there are many variations on this system. I believe it was first introduced in Kingmaker, then modified for Ultimate Campaign, and it is now on the Pathfinder SRD (which added many more Special Abilities, and some other new features). First I analyzed the PF rules (without most their extras), then a Wikidot with yet some other changes. Regardless of the specific version you’re using, many of these results will be identical.

Keep in mind in all of the following that “CR” refers to the *army’s* CR, which varies by its size and the kind of creatures in it. So an army that is 3 CR smaller than another could have fewer soldiers, or soldiers with a smaller individual CR, or a little of both. But it could also have higher-CR troops, just very few of them, which is somewhat counter-intuitive.

In all simulations, I pitted two identical armies against each other from CR=1 to CR=20. The initial results were :

Everything was always significantly different for CR=1 to 5, so the following results ignore CR 1-5 battles. These are probably pretty uncommon anyway, requiring small numbers of low-CR creatures.

The average duration of a battle is about 6 rounds at the lowest CRs (6-7) to about 12 rounds at the highest (19-20).

There is always about a 5-10% chance that both armies are defeated (die, routed) on the same round. The lower the CR, the better the chances of a tie.

If the CRs differ by more than 3, the smaller CR army WILL lose. This does not account for all the other modifiers discussed below, which can make a significant difference.


Next I wanted to see how much each individual Strategy, Tactic, Resource, Special Ability, and Battlefield Condition modifier tipped the odds in favor of one army over the other (still with otherwise evenly matched armies). This assumes that one army uses the same single modifer thruout the entire battle, while the other army has no mods.

In general, each army has about a 46% chance of winning (with the remainder going to a tie). So if some modifier increases that army’s chance of winning to 56%, that’s listed as a “10% increase to winning”. Note that when the *increase* gets to be about 50% or more, that’s a guaranteed win!

First I found that the increases to winning that single bonuses to OM (attack bonus), DV (AC bonus), or DM (damage bonus) are :
Boosting the OM by +N gives a 10*N% increase to winning
Example : a +2 to OM increases the chance of winning by 20%
Boosting the DV by +N gives a 12*N% increase to winning
Boosting the DM by +N gives a 6*N% increase to winning
The above only applies for +1 to +3 bonuses. So a +1 bonus to one of these numbers does not correspond to a +5% increase in winning, and a +1 to OM does not improve your odds the same as a +1 to DM (for example).

Any "automatic win" condition can be converted into a "CR+" value, where the army WITHOUT the condition must be so many CR higher than the army WITH the condition to make it a fair fight. So if a condition is listed as “CR+3”, then to have a 50/50 chance of winning against a CR 10 army with that condition, an otherwise identical army (that is, using the same Strategy, Tactic, etc.) would need to be CR 13.

Conversely, each %increase in winning can be converted into a CR+ :
+21% (give or take) = +1 CR
+42% (give or take) = +2 CR
So a %increase in winning of about 19-24% (like OM+2 or DV+2) could be balanced by making the opposing army 1 CR higher, etc.

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TACTICS (N/A = Tactic could not be simulated easily)

Cautious Combat : –20% (has a smaller chance of winning)
Cavalry Experts : 20% vs. un-Mounted opponents
Defensive Wall : 16%
Dirty Fighters : N/A
Expert Flankers : –2%
False Retreat : N/A
Full Defense : 2%
Relentless Brutality : 2%
Siegebreaker : N/A, but essential for taking out siege engines
Sniper Support : 12% vs. un-Ranged opponents
Spellbreaker : see below
Standard : no change
Taunt : N/A
Withdraw : N/A

RECOMMENDATIONS :
1. Change or remove Expert Flankers, Full Defense, and Relentless Brutality – they give no advantage.
2. The only advantage Cautious Combat has is that it extends the duration of the battle, allowing time for help to arrive.

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RESOURCES

Healing Potions : 30% used once, 45% used twice (CR+2)
Improved/Magic Armor (+1, +2) : 12%, 24%
Improved/Magic Weapons (+1, +2) : 10%, 20%
Mounts : N/A
Ranged Weapons : N/A
Siege Engines : N/A

RECOMMENDATIONS :
The use of healing potions should be limited, as they increase the chances of winning by a large amount.

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SPECIAL ABILITIES
The initial Special Abilities from Kingmaker are listed, along with just a few of the MANY that PF added. Note that many of those added can counter various Battlefield Condition modifiers.

Breath Weapon : 14%
Construct/Plant/Undead/Mindless : N/A
Damage Reduction : 8% for 1 DR
Damage Reduction : 16% for 2 DR
Damage Reduction : 26% for 3 DR
Energy Drain : 41% (CR+2)
Fast Healing, Regeneration : +8% for 1 HP/rnd
Fast Healing, Regeneration : +16% for 2 HP/rnd
Fast Healing, Regeneration : +26% for 3 HP/rnd
Fear : N/A
Invisibility : 38% (CR+2)
Mobility : 10% vs. those without the situational advantage
Paralysis : 32%
Poison (also Bleed, Burn, Ability Damage or Drain) : 20% on average
Rock Throwing : 21%
Significant Defense : automatic win (CR +4)
Spell Resistance : see below
Spellcasting : 21% for max spell level = 1
Spellcasting : 38% for max spell level = 2
Spellcasting : automatic win for max spell level = 3 (CR+2)
Spellcasting : automatic win for max spell level = 4 (CR+3)
Spellcasting : automatic win for max spell level = 5 (CR+4)

RECOMMENDATIONS :
The “adding spellcasting to the army” rules are broken. See the next post for more details.

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BATTLEFIELD MODS
I did not check all the many weather conditions (fog, rain, sand, snow, wind) that Pathfinder added because they affect all armies equally, altho some of the new Special Abilities do negate them. And, some of them could not be simulated easily.

Advantageous Terrain : 24%
Ambush : N/A
Battlefield Advantage : 38%
Darkness : 45% vs. enemy who can’t see in darkness (CR +2)
Dim light : 10% vs. enemy who can’t see in dim light
Fortifications (+8 default) : automatic win (CR +3)

RECOMMENDATIONS :
1. Most of these provide tremendous advantages, and Darkness is a virtual win. The opposing side should look for Tactics and Strategies which would increase their OM mod to offset the large bonuses to DV that these provide. Or, the CR of the opposing side should be higher to compensate.
2. Note that having Fortifications is a virtual win by a large margin, and there’s no good way to counter it that I know of in the Pathfinder rules (other than having a much larger army), but see the “Wallsmasher” Tactic in the third post.

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TACTIC VS. COUNTER-TACTIC

Next, I tried giving one army one Tactic, and the other army the counter-tactic or not. The first number is the %increase in winning the Tactic gives to the first army, and the second number is the result when the opposing army has the given counter-tactic.

The only combination I could try with Pathfinder’s Tactics were for the spellcasters. See the third post for more combinations using its added Tactics.

Spellcaster(SL=1) vs. Spellbreaker : 21% --> –23% (the side with spellcasters loses *more* often!)
Spellcaster(SL=2) vs. Spellbreaker : 38% --> 0% (evenly matched battle)
Spellcaster(SL=3) vs. Spellbreaker : WIN --> 26%
Spellcaster(SL=4) vs. Spellbreaker : WIN --> 43%
Spellcaster(SL=5) vs. Spellbreaker : WIN --> WIN

RECOMMENDATIONS :
1. There is no existing Tactic that’s good against Cavalry Experts.
2. The “adding spells to armies” rules are broken – see the next post for more details

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STRATEGIES

Defensive : –45% (always loses)
Cautious : –26%
Standard : 0%
Aggressive : 15%
Reckless : 26%

The advantage to Defensive or Cautious is that they extend the duration of the battle, giving more time for help to arrive.

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STRATEGY VS. STRATEGY

Defensive vs. Defensive : 2%
Defensive vs. Cautious : –43% (LOSE)
Defensive vs. Standard : –45% (LOSE)
Defensive vs. Aggressive : –45% (LOSE)
Defensive vs. Reckless : –45% (LOSE)
Cautious vs. Defensive : 50% (WIN)
Cautious vs. Cautious : 2%
Cautious vs. Standard : –26%
Cautious vs. Aggressive : –35%
Cautious vs. Reckless : –39%
Standard vs. Defensive : 52% (WIN)
Standard vs. Cautious : 29%
Standard vs. Standard : 0%
Standard vs. Aggressive : –19%
Standard vs. Reckless : –30%
Aggressive vs. Defensive : 52% (WIN)
Aggressive vs. Cautious : 38%
Aggressive vs. Standard : 15%
Aggressive vs. Aggressive : –2%
Aggressive vs. Reckless : –6%, more ties
Reckless vs. Defensive : 53% (WIN)
Reckless vs. Cautious : 42% (WIN)
Reckless vs. Standard : 26%
Reckless vs. Aggressive : 7%, more ties
Reckless vs. Reckless : many more ties

Note that when both sides use the same Strategy, the change in winning is virtually zero (sanity check).

Any two Strategies more than 2 steps apart usually results in a win for the more aggressive strategy.

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TWO ARMIES VS. ONE ARMY

Finally, I tried pitting 1 large army against 2 smaller armies, again without any other modifiers.

One version of these rules claims that “two CR 9 armies should make for a relatively even battle, but so would a CR 9 army against three CR 6 armies”. And one of Paizo’s creative directors also implied that the CRs of the armies should combine by the regular CR rules. Following the CR rules for a 2 vs. 1 battle, the battle should be evenly matched if the two armies have a CR that is 2 less than the single army, but I found this was NOT true.

To produce an *evenly matched battle*, the simulation shows that the CRs must be :
CR1 : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
CR2 : - - 1 2 3 4 4 5 6 7 8 9 10 11 12 12 13 14 15 16
Diff : 1 1 2 2 3 3 3 3 3 3 3 3 3 4 4 4 4 4

The “sweet spot” for 2 vs. 1 is that the CR of the 2 armies should be 3 less than the single army, across CR=7 to 15 (probably the most typical CRs). So the CR ratings of the armies do not combine as they should.

As a BTW, a single army always wins against two armies whose CRs are 5 or less than the single one’s CR. So a CR=15 army will always beat 2 armies whose CRs are 10 or less. Again, this is without any of the many modifiers, which can make a significant difference.

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SUMMARY

Please keep in mind that all of these tests assumed equal-CR armies, and are assuming you want a fair (50/50) fight. If you want to skew the fight slightly in favor of the players, make sure their OM/DV/damage bonuses are +1 to +3 above yours (that’s *total*, not *each*, and only if the CR’s are equal – if not, sorry, you’re on your own).

Also, I can usually only test the effect of one change at a time, and the number of ways Tactics can combine with Strategies is so large it cannot be accounted for. Not to mention that the number of Resources you can add to an army depends strongly on the situation. So more complicated simulations are just not practical, due to the number of combinations.

Finally, in any single battle, the roll of the dice is WAY more important than the average results shown here.
 

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FIXING THE SPELLCASTERS

Using the RAW (for any version of the system), adding anything higher than 4th level spellcasters to an otherwise even fight means the side with the spellcasters always wins!

I originally wanted to offer something with a *few* more options, like being able to raise or lower another army's OM, DV, or damage mod as a melee action, but that quickly became more complicated than I wanted. So instead...

If you just make the army's OM and DV bonus the caster's level divided by 4, rounded down (essentially half the current bonus), things work out much better.

Now, in an otherwise evenly-matched fight between 2 armies :

An army with 4th-7th level casters wins 21% more often
An army with 8th-11th level casters wins 38% more often
An army with 12th level casters or higher always wins

And if the *other* side has the Spellbreaker Tactic :

An army with 4th-7th level casters loses 23% more often
An army with 8th-11th level casters is an "even fight"
An army with 12th-15th level casters win 26% more often
An army with 16th-19th level casters wins 43% more often
An army with 20th level casters still always wins

Basically, using Spellbreaker has the effect of bumping the effectiveness of the spellcasters down by 2 steps (8 levels).

The "loses more often with 4th level casters" result should make people think twice about casually saying "I'm throwing in some spellcasters". BTW, that happens in the RAW, as well, it's not an artifact of the proposed change.

If either of the above two results seems odd, just change the Spellbreaker DV bonus to +2. Then using Spellbreaker :

An army with 4th-7th level casters is an even fight
An army with 8th-11th level casters wins 26% more often
An army with 12th-15th level casters win 43% more often
An army with 16th level casters or higher always wins


That makes a battle with 4th-7th level casters a even fight, and drops the effectiveness of the casters by only 1 step/4 levels across the board.

These seem about right, any comments?
 

The Wikidot rules

Early on in looking at Kingmaker, I discovered the system described at http://kingmake.wikidot.com/armies. It is the same as Kingmaker in many respects, but adds some new Tactics, and implements many already existing Tactics differently than the original Kingmaker. It also uses different damage bonuses for the Strategies.

For ease of reference, I list each Strategy, Tactic, etc. here even if it did not change compared to Pathfinder. Items marked with a * are either not in, or implemented differently than, the Pathfinder rules.
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TACTICS

*Bolstered Resolve : 5%
*Cavalry Experts : 10% vs. un-Mounted opponents
*Cavalry Skirmishers : 12% vs. un-Mounted opponents
*Defensive Wall : 6%
Dirty Tricks : N/A
*Expert Flankers : 2%
*Extermination : N/A
False Retreat : N/A
*Flawless Retreat : N/A
*Guardian : N/A
*Hinder : N/A
*Hold the Line : 15%
*Relentless Brutality : 2%
Siegebreaker : N/A, but essential for taking out siege engines
Sniper Support : 12% vs. un-Ranged opponents
*Spellbreaker : see below
*Spell defense : this is the same as Pathfinder’s “Spellbreaker”
Taunt : N/A
*Terror Troops : 5%
*Triage : guaranteed win (see Healers, below)
*Wallsmasher : see below

RECOMMENDATIONS :
1. Either drop or modify the Expert Flankers and Relentless Brutality tactics – they provide no significant advantage. However, Relentless Brutality is useful against Cavalry Skirmishers (see below).
2. Drop the Triage tactic. Yes, it could really help an underdog, but in an otherwise even fight, it’s a huge guaranteed win.
3. My personal opinion is that Cavalry vs. non-Cavalry should have a higher advantage, so make the bonuses for Cavalry Experts and Cavalry Skirmishers +2, which matches Pathfinder. Ignore this if you disagree.
4. Consider adding at least the following to your list of available Tactics : Bolstered Resolve, Cavalry Skirmishers, Flawless Retreat, Hold the Line, Terror Troops, Wallsmasher. They each provide bonuses that can come in handy in some situations. Wallsmasher in particular is very helpful against fortifications, especially if you boost its bonus to +4 (see below).

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RESOURCES

*Fortification Builders : 35%
Healers : 30% used once, 45% used twice
Improved/Magic Armor (+1, +2) : 12%, 24%
Improved/Magic Weapons (+1, +2) : 10%, 20%
Mounts : N/A
*Poison (+d6) : 20%
Ranged Weapons : N/A
Siege Engines : N/A
*Smokesticks : N/A

RECOMMENDATIONS :
1. Fortification Builders is odd – it provides a huge bonus to winning, but it takes a day to implement, and only works while the workers are there. So for any army that has a day to prepare before battle, it provides a huge benefit. Guess that’s balanced…???
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SPECIAL ABILITIES

Breath Weapon : 14% on average
Construct/Plant/Undead : N/A
Energy Drain : 41%
Fast Healing, Regeneration : +8% for 1 HP/rnd
Fast Healing, Regeneration : +16% for 2 HP/rnd
Fast Healing, Regeneration : +26% for 3 HP/rnd
Fear : N/A
*Mobility : 11% vs. those without the situational advantage
Paralysis : 32%
Poison : 20% on average
Rock Throwing : 21%
Significant Defense : automatic win (CR +4)
Spell Resistance : see below
Spellcasting : 21% for max spell level = 1
Spellcasting : 38% for max spell level = 2
Spellcasting : automatic win for max spell level = 3 (CR+2)
Spellcasting : automatic win for max spell level = 4 (CR+3)
Spellcasting : automatic win for max spell level = 5 (CR+4)

RECOMMENDATIONS :
See previous post for spellcasting changes.

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BATTLEFIELD MODS

Advantageous Terrain : 24%
Ambush : N/A
Home turf : 38%
Fortifications (+8 default) : automatic win (CR +3)

RECOMMENDATIONS :
All but one of these provide tremendous advantages. The opposing side should look for Tactics and Strategies which would increase their OM mod to offset the large bonuses to DV that these provide. Or, the CR of the opposing side should be higher to compensate.

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TACTIC VS. COUNTER-TACTIC

Next, I tried giving one army one Tactic, and the other army the counter-tactic or not. The first number is the %increase in winning the Tactic gives to the first army, and the second number is the result when the opposing army has the given counter-tactic. Note that I used a +2 bonus for the Cavalry Tactics, and the +8 “default” value for fortifications suggested by the rules. The Spellcaster vs.

Cavalry Experts (+2) vs. Hold the Line : 20% --> 18% (no real improvement)
Cavalry Skirmishers (+2) vs. Relentless Brutality : 24% --> 11%

NOTE : this person renamed “Spellbreaker” to “Spell Defense”, and created a new Tactic “Spellbreaker” that works differently than the original!
Spellcaster(SL=1) vs. Spellbreaker : 21% --> –20% (the side with spellcasters loses *more* often!)
Spellcaster(SL=2) vs. Spellbreaker : 38% --> 0% (evenly matched battle)
Spellcaster(SL=3) vs. Spellbreaker : WIN --> 18%
Spellcaster(SL=4) vs. Spellbreaker : WIN --> 34%
Spellcaster(SL=5) vs. Spellbreaker : WIN --> WIN
Spellcaster(SL=1) vs. Spell Defense : 21% --> –23% (the side with spellcasters loses *more* often!)
Spellcaster(SL=2) vs. Spell Defense : 38% --> 0% (evenly matched battle)
Spellcaster(SL=3) vs. Spell Defense : WIN --> 26%
Spellcaster(SL=4) vs. Spell Defense : WIN --> 43%
Spellcaster(SL=5) vs. Spell Defense : WIN --> WIN

Fortification (+8) vs. Wallsmasher : WIN --> WIN
Fortifications (+8) vs. Rock Throwing + Wallsmasher : WIN --> 33%

RECOMMENDATIONS :
1. There is no existing Tactic that’s good against Cavalry Experts.
2. Wallsmasher is too weak against any significant fortification. Making it +4 works much better.

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STRATEGIES

Defensive : –18% (loses more often compared to Standard)
Cautious : –7%
Standard : 0%
Aggressive : 5%
Reckless : 9%

RECOMMENDATIONS :
1. While being Defensive or Cautious might lose you the battle in the long run, they extend the duration of the battle (Defensive doubles it!), giving more time for help to arrive.
2. Personally I prefer the less extreme versions (small damage mods) used here compared to Kingmaker/Pathfinder (first post).

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STRATEGY VS. STRATEGY

Defensive vs. Defensive : 3%
Defensive vs. Cautious : –11%
Defensive vs. Standard : –18%
Defensive vs. Aggressive : –22%
Defensive vs. Reckless : –26%
Cautious vs. Defensive : 17%
Cautious vs. Cautious : 2%
Cautious vs. Standard : –7%
Cautious vs. Aggressive : –14%
Cautious vs. Reckless : –20%
Standard vs. Defensive : 23%
Standard vs. Cautious : 9%
Standard vs. Standard : 0%
Standard vs. Aggressive : –8%
Standard vs. Reckless : –15%
Aggressive vs. Defensive : 25%
Aggressive vs. Cautious : 15%
Aggressive vs. Standard : 5%
Aggressive vs. Aggressive : –3%
Aggressive vs. Reckless : –12%, more ties
Reckless vs. Defensive : 28%
Reckless vs. Cautious : 18%
Reckless vs. Standard : 9%
Reckless vs. Aggressive : 0%, more ties
Reckless vs. Reckless : many more ties

As expected, the lower damage modifiers result in far less extreme consequences than from Pathfinder/Kingmaker.
 

That is very useful zenfox. I used the Ultimate campaign rules to set up results for an upcoming large battle - 1000 legionaries + 200 archers + undead
VS 2000 rebellious slaves backed by 300 elven archers and the PCs. I didn't notice the damage bonus to the offensive roll, so the armies were forever doing 0 damage.
I fiddled with the numbers and got a reasonable result.
I gave armies a damage bonus based on relative size instead, making weight of numbers more important.

The legion wins on round 7, unless PCs intervene, with one slave company is routed, and the other destroyed. The levels were widely separated ie 12, 6,4 vs 9,8,8, (with PCs possibly adding another 5 cr of personal troops) If the PC's bring an army, then its a clean victory for slaves on round 7.

Did it say anywhere how long army rounds last?
 
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Evilhalfling - nope, the system is intentionally vague on duration of rounds, and things like movement.

Also please note that the standard damage is :
(Offense check = d20+OM) – (the defending army's DV) + (attacking army's DM) ± other mods

So at the very least the damage is always d20+OM-DV.

Cheers!
 


Well, let's see...

Very simple. Armies are defined by only a few numbers, and the rolls for "combat" between armies is similar to one-on-one combat. Probably pretty quick to pick up how to use.

Reasonably well-balanced - evenly matched battles take 6-12 rounds, so it's not over too quick or drags on forever.

A reasonable number of Tactics and Resources. Pathfinder added a massive number of Special Abilities compared to the first version, so you can have armies of invisibles, etc.

On the other hand...

Maybe TOO simple, if you like army combat. It doesn't place armies on a battlefield, and they can't move around. Compared to other systems, probably not many tactical options.

Hard to incorporate PC's as individual combatants. I wouldn't try to model them as an "army of 1" (a "Fine" army). Probably the best thing each PC/player can do is control an army during a battle.

If the two sides aren't relatively evenly matched, on average the weaker side WILL lose. If the basic OM+DV+DM bonuses (ignoring Tactics, Environment, etc.) aren't within about 4 of each other, in theory it's an unbalanced fight. But Tactics, Strategies, and having to announce them in initiative order can make a huge difference to the "theoretical average". Also for any one battle, the die rolls might make more difference than anything else.

If you're interested, the Pathfinder rules are here :http://www.d20pfsrd.com/gamemastering/other-rules/mass-combat

Bottom line : if you want a bare-bones basic, simple-to-pick-up mass combat system, and you're already using 3.5/d20/Pathfinder, it's ok.
 

Perhaps the Spellcasting effect could be weakened by splitting up offense and defense, and forcing spellcasting armies to split their bonus between them (to represent how much of their power is used for defensive "buffs" and how much for offensive "buffs" and direct damage). The split can be set up at the start of the battle and could not be changed (i.e. it's a strategic option, not a tactical one). So an army of casters capable of doing level 4 spells might get +2 offense/defense, or go "all aggro" for +4 offense, or "turtle up" for +4 defense, or something in between.

Mechanically, this is simply halving the bonus, so it is similar to the Spellcasting nerf you suggested. It allows for more variations of spellcasting without changing the numbers much.
 

I like that! Maybe it could also be set up as a Tactic or something that allows the leader to shift from offense to defense as needed, allowing more flexibility during battle.
 

I like that! Maybe it could also be set up as a Tactic or something that allows the leader to shift from offense to defense as needed, allowing more flexibility during battle.
Zen, I was wondering what you would think would happen if you switched the d20 roll to 2D10? I've not run a combat yet, but am curious if this tones down any "quick" kills due to lucky rolls.
 

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