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Dicing NPC Conflict
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<blockquote data-quote="Water Bob" data-source="post: 5303645" data-attributes="member: 92305"><p>No, it is a one man vs. one man fight. It was just, after I figured a way to quickly dice it, I looked at the system I cooked up and realized that it was flexible and can be used any time NPCs are fighting without direct PC involvement.</p><p> </p><p>With the NPC honor fight I mention in the OP, it is a one-on-one fight. So, I'll use the war check like this:</p><p> </p><p><span style="color: green">d20 + rank + Stat mod + situational modifier</span></p><p> </p><p><span style="color: green">Where:</span></p><p> </p><p><span style="color: green">rank = the character's level</span></p><p> </p><p><span style="color: green">Stat mod = character's STR mod</span></p><p> </p><p><span style="color: green">situational modifier = a GM determined modifier based on armor, weapons, Feats, and special abilities</span></p><p> </p><p><span style="color: #008000">The difference in this Opposed check will indicate the number of hit points lost by the loser of the check.</span></p><p> </p><p> </p><p> </p><p><span style="color: white">I realized that I could scale the check for just about any situation. If I wanted a fight between two clans, the check would be:</span></p><p> </p><p><span style="color: green">d20 + rank + Stat modifier + situational modifier</span></p><p> </p><p><span style="color: green">Where:</span></p><p> </p><p><span style="color: green">rank = average level of a "unit"</span></p><p> </p><p><span style="color: green">Stat modifier = using the number of warriors in the "unit" as a stat, then taking the modifier from that (i.e. 20 warriors would mean a +5 modifier just like a STR 20).</span></p><p> </p><p><span style="color: green">situational modifier = GM determined modifier based on weapons, armor, Feats, and special abilities.</span></p><p> </p><p><span style="color: green">The difference in this Opposed check is divided by 3, with the result indicating the number of warriors downed by the losing unit. A number of warriors from the winning check will be downed as well, equal to one third of that the enemy lost.</span></p><p> </p><p> </p><p> </p><p> </p><p>If I wanted to run a war between two armies, each with over 10,000 men, I would use the same system, slightly modified:</p><p> </p><p><span style="color: green">d20 + rank + Stat mod + situational mod</span></p><p> </p><p><span style="color: green">Where:</span></p><p> </p><p><span style="color: green">rank = average level of men in the army</span></p><p> </p><p><span style="color: green">Stat mod = modifier derived from number of men / 1000, so that 10,000 men = 10, with modifier of +0.</span></p><p> </p><p><span style="color: green">situational mod = determined by GM based on army's equipment, gear, siege engines, average armor and weapons, special abilties (like magic), etc.</span></p><p> </p><p><span style="color: green">The difference in the Opposed checks represents the loser losing the result x 100 where the winning side loses half that amount.</span></p><p> </p><p> </p><p> </p><p>My point is, the system is pretty flexible to handle whatever I need it to, from a one-on-one encounter to a large, Helm's Deep kind of encounter--all focused on the PCs.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5303645, member: 92305"] No, it is a one man vs. one man fight. It was just, after I figured a way to quickly dice it, I looked at the system I cooked up and realized that it was flexible and can be used any time NPCs are fighting without direct PC involvement. With the NPC honor fight I mention in the OP, it is a one-on-one fight. So, I'll use the war check like this: [COLOR=green]d20 + rank + Stat mod + situational modifier[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Where:[/COLOR] [COLOR=green][/COLOR] [COLOR=green]rank = the character's level[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Stat mod = character's STR mod[/COLOR] [COLOR=green][/COLOR] [COLOR=green]situational modifier = a GM determined modifier based on armor, weapons, Feats, and special abilities[/COLOR] [COLOR=#008000][/COLOR] [COLOR=#008000]The difference in this Opposed check will indicate the number of hit points lost by the loser of the check.[/COLOR] [COLOR=white]I realized that I could scale the check for just about any situation. If I wanted a fight between two clans, the check would be:[/COLOR] [COLOR=green]d20 + rank + Stat modifier + situational modifier[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Where:[/COLOR] [COLOR=green][/COLOR] [COLOR=green]rank = average level of a "unit"[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Stat modifier = using the number of warriors in the "unit" as a stat, then taking the modifier from that (i.e. 20 warriors would mean a +5 modifier just like a STR 20).[/COLOR] [COLOR=green][/COLOR] [COLOR=green]situational modifier = GM determined modifier based on weapons, armor, Feats, and special abilities.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]The difference in this Opposed check is divided by 3, with the result indicating the number of warriors downed by the losing unit. A number of warriors from the winning check will be downed as well, equal to one third of that the enemy lost.[/COLOR] If I wanted to run a war between two armies, each with over 10,000 men, I would use the same system, slightly modified: [COLOR=green]d20 + rank + Stat mod + situational mod[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Where:[/COLOR] [COLOR=green][/COLOR] [COLOR=green]rank = average level of men in the army[/COLOR] [COLOR=green][/COLOR] [COLOR=green]Stat mod = modifier derived from number of men / 1000, so that 10,000 men = 10, with modifier of +0.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]situational mod = determined by GM based on army's equipment, gear, siege engines, average armor and weapons, special abilties (like magic), etc.[/COLOR] [COLOR=green][/COLOR] [COLOR=green]The difference in the Opposed checks represents the loser losing the result x 100 where the winning side loses half that amount.[/COLOR] My point is, the system is pretty flexible to handle whatever I need it to, from a one-on-one encounter to a large, Helm's Deep kind of encounter--all focused on the PCs. [/QUOTE]
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