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<blockquote data-quote="Eben" data-source="post: 102067" data-attributes="member: 1379"><p>OK, but what would you want from such a system? Would you want a set of table top wargame rules that are compatible with existing d20 mechanics and let you import your PC into the battle?</p><p>An important element would be to know how many men are in a certain unit and what formation they are in. That would be important to determine the effect of ranged and area spells.(Light troops would occupy a larger area per combattant than close order infantry, so area spells would be more disruptive for the latter.)</p><p>Time might also prove difficult: you can't stick to the six second (that's correct, isn't it?)rounds in a standard d20 combat. But if you increase the duration of a round (a battle can last several hours in real time), wizards would be able to hurl several spells in one battle round and an archer would be able to loose several volley's.</p><p>A typical wargame makes a certain abstration from absolute numbers and distances. That's not a problem: every game mechanic is an abstraction. The problem is: an RPG system is a fairly detailed abstraction, while a wargame tends to be more generalistic. e.g.: it's important that you know wich armour your PC is wearing, how many arrows he has left,... If your PC runs out af arrows, there are consequences in a RPG. If a few archers in a unit of a hundred run out of arrows, it won't have a big effect on the effectivenes of the unit.</p><p>It would be quite a challenge designing such a system and keeping it simple.</p><p>Also, a PC might take on quite a few different roles in such a situation: commanding, fighting, logistics, intelligence, ... These are all different levels of activity within the battle.</p><p>Phew...</p></blockquote><p></p>
[QUOTE="Eben, post: 102067, member: 1379"] OK, but what would you want from such a system? Would you want a set of table top wargame rules that are compatible with existing d20 mechanics and let you import your PC into the battle? An important element would be to know how many men are in a certain unit and what formation they are in. That would be important to determine the effect of ranged and area spells.(Light troops would occupy a larger area per combattant than close order infantry, so area spells would be more disruptive for the latter.) Time might also prove difficult: you can't stick to the six second (that's correct, isn't it?)rounds in a standard d20 combat. But if you increase the duration of a round (a battle can last several hours in real time), wizards would be able to hurl several spells in one battle round and an archer would be able to loose several volley's. A typical wargame makes a certain abstration from absolute numbers and distances. That's not a problem: every game mechanic is an abstraction. The problem is: an RPG system is a fairly detailed abstraction, while a wargame tends to be more generalistic. e.g.: it's important that you know wich armour your PC is wearing, how many arrows he has left,... If your PC runs out af arrows, there are consequences in a RPG. If a few archers in a unit of a hundred run out of arrows, it won't have a big effect on the effectivenes of the unit. It would be quite a challenge designing such a system and keeping it simple. Also, a PC might take on quite a few different roles in such a situation: commanding, fighting, logistics, intelligence, ... These are all different levels of activity within the battle. Phew... [/QUOTE]
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