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Do you have mini-games in your RPG?
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<blockquote data-quote="MrMyth" data-source="post: 5319636" data-attributes="member: 61155"><p>In two different games, I've come up with some form of (generally super-simplified) tabletop wargame mini-game to represent the PCs leading armies into battle, or taking on larger groups of opposition. Here's the rules from the most recent one...</p><p> </p><p></p><p> </p><p>I had unique stat blocks for the PCs, enemy leaders, and various factions. </p><p> </p><p>On the heroes side, we had the six PCs as leaders, along with 3 NPC leaders (a detective from Sigil; a powerful spellcaster who was a former PC from another campaign; and the party's pet celestial redeemed retriever.) Allied factions inluded a wrestling club, devotees of Kord, the Fated, a circle of Fae, the Athar, Aerenei Deathless, Storm Knights of Odin, the Believers of the Source, and the Sensates. </p><p> </p><p>On the opposed side, there were six enemy leaders (a night hag; the city's supreme guildmaster; an ancient psionic dragon; Xyz, Dabu Prime; and a representation of the Lady of Pain). Enemy factions included the Bleak Cabal, the Doomguard, the Dustmen, the Fraternity of Order, the Harmonium, the Mercykillers, the Revolutionary League, the Sign of One, the Transcendant Order, Xaositects, along with some ghouls, mercenaries, dragons and some Dabus (who had no actual combat abilities to speak of.)</p><p> </p><p>The whole thing played out as a huge skirmish, with the PCs goal not being to actually win, but to instead get to a key location in Sigil before reality unravelled behind them. </p><p> </p><p>Some sample stats for those interested: </p><p> </p><p>[sblock]</p><p><strong>The Believers of the Source</strong></p><p><strong>Health</strong>: 4; <strong>Move</strong>: 3; <strong>Attack</strong>: 4+</p><p><strong>Range</strong>: Ranged 3; <strong>Damage</strong>: 1</p><p><strong>Special</strong>: <em>Trueforged Armor</em> - At the start of the battle, choose one allied unit. Attacks against that unit do 1 less damage (minimum 1.)</p><p><strong>Special</strong>: <em>Trueforged Weaponry</em> - At the start of the battle, choose one allied unit. That unit's attacks do 1 extra damage when it rolls a 6 to hit the enemy. </p><p><strong>Special, Action</strong>: <em>Touching the Source</em> - Once during the battle, the Godsmen may heal an adjacent unit to full Health, and remove any negative status effects.</p><p> </p><p><strong>The Doomguard</strong></p><p><strong>Health</strong>: 6; <strong>Move</strong>: 5; <strong>Attack</strong>: 4+</p><p><strong>Range</strong>: Melee 1; <strong>Damage</strong>: 1</p><p><strong>Special</strong>: <em>Entropy Strike</em> - Effects which reduce damage or attack rolls do not function against the Doomguard.</p><p> </p><p><strong>The Mercykillers</strong></p><p><strong>Health</strong>: 6; <strong>Move</strong>: 5; <strong>Attack</strong>: 4+</p><p><strong>Range</strong>: Melee 1; <strong>Damage</strong>: 1</p><p><strong>Special</strong>: <em>Judgement Strike</em> - May only be used against an enemy who has damaged them or an ally in the last turn. Hits on a 2+ for 2 damage. </p><p> </p><p><strong>The Lady of Pain, Unique Leader Unit</strong></p><p><strong>Health</strong>: 4; <strong>Move</strong>: 10, Fly; <strong>Attack</strong>: 3+</p><p><strong>Range</strong>: Ranged 3; Damage: 3</p><p><strong>Special, Action</strong>: <em>The Lady's Decree</em> - The Lady may attack up to 3 enemies, instead of only 1.</p><p><strong>Special:</strong> <em>Durable</em> - Leader Units are hard to defeat; attacks must roll 1 higher on the die in order to wound, and the hero takes 1 less damage from all attacks (minimum 1.)</p><p><strong>Special</strong>: <em>Endless</em> - If the Lady is defeated, she returns from the Clocktower 2 rounds later.</p><p> </p><p><strong>Melee PC, Unique Hero Unit</strong></p><p><strong>Health</strong>: (Hp/50); <strong>Move</strong>: Special, see below; <strong>Attack</strong>: 2+</p><p><strong>Range</strong>: Melee 1; <strong>Damage</strong>: 2</p><p><strong>Special</strong>: <em>Group Movement</em> - The PCs move as one unit, with a Move of 7 and Flight. </p><p><strong>Special</strong>: <em>Durable</em> - Hero Units are hard to defeat; attacks must roll 1 higher on the die in order to wound, and the hero takes 1 less damage from all attacks (minimum 1.)</p><p><strong>Special, Action</strong>: <em>Unique Capabilities</em> - This character may choose, instead of taking normal attacks, to attempt an action using unique capabilities the PC may have access to (such as casting a specific spell, healing, using a magic item, or similar.)[/sblock]</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5319636, member: 61155"] In two different games, I've come up with some form of (generally super-simplified) tabletop wargame mini-game to represent the PCs leading armies into battle, or taking on larger groups of opposition. Here's the rules from the most recent one... I had unique stat blocks for the PCs, enemy leaders, and various factions. On the heroes side, we had the six PCs as leaders, along with 3 NPC leaders (a detective from Sigil; a powerful spellcaster who was a former PC from another campaign; and the party's pet celestial redeemed retriever.) Allied factions inluded a wrestling club, devotees of Kord, the Fated, a circle of Fae, the Athar, Aerenei Deathless, Storm Knights of Odin, the Believers of the Source, and the Sensates. On the opposed side, there were six enemy leaders (a night hag; the city's supreme guildmaster; an ancient psionic dragon; Xyz, Dabu Prime; and a representation of the Lady of Pain). Enemy factions included the Bleak Cabal, the Doomguard, the Dustmen, the Fraternity of Order, the Harmonium, the Mercykillers, the Revolutionary League, the Sign of One, the Transcendant Order, Xaositects, along with some ghouls, mercenaries, dragons and some Dabus (who had no actual combat abilities to speak of.) The whole thing played out as a huge skirmish, with the PCs goal not being to actually win, but to instead get to a key location in Sigil before reality unravelled behind them. Some sample stats for those interested: [sblock] [B]The Believers of the Source[/B] [B]Health[/B]: 4; [B]Move[/B]: 3; [B]Attack[/B]: 4+ [B]Range[/B]: Ranged 3; [B]Damage[/B]: 1 [B]Special[/B]: [I]Trueforged Armor[/I] - At the start of the battle, choose one allied unit. Attacks against that unit do 1 less damage (minimum 1.) [B]Special[/B]: [I]Trueforged Weaponry[/I] - At the start of the battle, choose one allied unit. That unit's attacks do 1 extra damage when it rolls a 6 to hit the enemy. [B]Special, Action[/B]: [I]Touching the Source[/I] - Once during the battle, the Godsmen may heal an adjacent unit to full Health, and remove any negative status effects. [B]The Doomguard[/B] [B]Health[/B]: 6; [B]Move[/B]: 5; [B]Attack[/B]: 4+ [B]Range[/B]: Melee 1; [B]Damage[/B]: 1 [B]Special[/B]: [I]Entropy Strike[/I] - Effects which reduce damage or attack rolls do not function against the Doomguard. [B]The Mercykillers[/B] [B]Health[/B]: 6; [B]Move[/B]: 5; [B]Attack[/B]: 4+ [B]Range[/B]: Melee 1; [B]Damage[/B]: 1 [B]Special[/B]: [I]Judgement Strike[/I] - May only be used against an enemy who has damaged them or an ally in the last turn. Hits on a 2+ for 2 damage. [B]The Lady of Pain, Unique Leader Unit[/B] [B]Health[/B]: 4; [B]Move[/B]: 10, Fly; [B]Attack[/B]: 3+ [B]Range[/B]: Ranged 3; Damage: 3 [B]Special, Action[/B]: [I]The Lady's Decree[/I] - The Lady may attack up to 3 enemies, instead of only 1. [B]Special:[/B] [I]Durable[/I] - Leader Units are hard to defeat; attacks must roll 1 higher on the die in order to wound, and the hero takes 1 less damage from all attacks (minimum 1.) [B]Special[/B]: [I]Endless[/I] - If the Lady is defeated, she returns from the Clocktower 2 rounds later. [B]Melee PC, Unique Hero Unit Health[/B]: (Hp/50); [B]Move[/B]: Special, see below; [B]Attack[/B]: 2+ [B]Range[/B]: Melee 1; [B]Damage[/B]: 2 [B]Special[/B]: [I]Group Movement[/I] - The PCs move as one unit, with a Move of 7 and Flight. [B]Special[/B]: [I]Durable[/I] - Hero Units are hard to defeat; attacks must roll 1 higher on the die in order to wound, and the hero takes 1 less damage from all attacks (minimum 1.) [B]Special, Action[/B]: [I]Unique Capabilities[/I] - This character may choose, instead of taking normal attacks, to attempt an action using unique capabilities the PC may have access to (such as casting a specific spell, healing, using a magic item, or similar.)[/sblock] [/QUOTE]
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