Maerdwyn
First Post
If I were doing this, I would first decide early on whether the actual troops vs. troop battle is the challenge/adventure, or merely the setting of the adventure.
If the former, miniatures, or counters, representing units are, IMHO, a must, because I'd need to able to track where generals are moving troops around, exactly how strong each force is at what point in the battle, etc. In this case, I'd make an encounter for each mini/counter, and give XP out for each encounter defeated, with the situations outlined in previous posts merely other encountersmixed in with these. This can get to be very difficult (both for characters and players/DMs) is the battle is too large. At some point, switching to wargame\mass combat rules is indicated.
If it's the latter, the battles itself can be adjusted a little more freely, and becomes, in some respects, much like difficult terrain. So, if you are crossing a room full of poison gas, you might take a certain amount of damage per round. Similarly, if crossing an area full of battling soldiers, you take a certain amount of damage from stray sword strokes and arrows. If the fighting is really thick, the PC should take damage in every square/hex. If it's lighter, maybe every three or four hexes. Suggestion - if the soldiers are using short swords, for example, the PC takes 1dx points of damage per point of AC below 20, for a minimum of 1dx damage (REF Save DC 15 for half damage), where x is the damage dice of the weapon used by the grunts. Assign a CR to each hex or region that does damage to the PCs.
In this case, the major battle is basically scripted, but it's outcome is affected by how many of the missions that PCs accomplish during the battle. I think is was Kaptain Kantrip who came up with a system like the follwing a few month ago - if not, apologies to whomever came up with it.
Start with the chance the PC's side has to win the battle without the PC's help. Assign a modifier to each mission the PC's have in the battle. For each mission they complete, add that encounter's percent modifier to the base percentage. When the PC's are done (either because they've exhausted their resources or because they are out of time). Roll against the new percentage to determine the outcome of the battle.
If the former, miniatures, or counters, representing units are, IMHO, a must, because I'd need to able to track where generals are moving troops around, exactly how strong each force is at what point in the battle, etc. In this case, I'd make an encounter for each mini/counter, and give XP out for each encounter defeated, with the situations outlined in previous posts merely other encountersmixed in with these. This can get to be very difficult (both for characters and players/DMs) is the battle is too large. At some point, switching to wargame\mass combat rules is indicated.
If it's the latter, the battles itself can be adjusted a little more freely, and becomes, in some respects, much like difficult terrain. So, if you are crossing a room full of poison gas, you might take a certain amount of damage per round. Similarly, if crossing an area full of battling soldiers, you take a certain amount of damage from stray sword strokes and arrows. If the fighting is really thick, the PC should take damage in every square/hex. If it's lighter, maybe every three or four hexes. Suggestion - if the soldiers are using short swords, for example, the PC takes 1dx points of damage per point of AC below 20, for a minimum of 1dx damage (REF Save DC 15 for half damage), where x is the damage dice of the weapon used by the grunts. Assign a CR to each hex or region that does damage to the PCs.
In this case, the major battle is basically scripted, but it's outcome is affected by how many of the missions that PCs accomplish during the battle. I think is was Kaptain Kantrip who came up with a system like the follwing a few month ago - if not, apologies to whomever came up with it.
Start with the chance the PC's side has to win the battle without the PC's help. Assign a modifier to each mission the PC's have in the battle. For each mission they complete, add that encounter's percent modifier to the base percentage. When the PC's are done (either because they've exhausted their resources or because they are out of time). Roll against the new percentage to determine the outcome of the battle.