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Help me make a mass combat system that does what I want
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<blockquote data-quote="overgeeked" data-source="post: 8401635" data-attributes="member: 86653"><p>Take the commoner, guard, and noble stat blocks. Equip them to whatever the standard would be for the unit as a whole. Give the unit as a whole hit points equal to the number of soldiers in it. Heavy infantry and heavy cavalry will have higher AC, but you might want to give each soldier 2 hp, representing their extra training, skill, and experience. Basically hit points go back to the old meaning of tracking how many hits to kill one soldier.</p><p></p><p>Use the mob rules from the DMG to determine how many attackers to score one hit. But each hit is a point of damage and thus one dead regular soldier. Abstract things like rank & file and frontage. Definitely use morale.</p><p></p><p>Change the turn length to ten minutes. Change the scale of distance from 5ft squares to 500ft squares. This keeps the movement in squares the same number. So a human can move 30ft / 6 squares in a 6-second round at a 5ft square scale or 3000ft / 6 squares in a 10-minute round at a 500ft square scale.</p><p></p><p>Otherwise it can run the same. Double move. Defensive stance. Etc.</p><p></p><p>To use big monsters, just treat them basically as normal. With mob rules, most will auto hit but roll damage. Each 1-2 points of damage is a dead soldier, depending on type. An adult Silver Dragon breathing cold for 13d8 is properly scary again. Like it should be.</p><p></p><p>So a peasant soldier with a spear, shield, and studded leather is going to have AC14, +0 to-hit, and 1 hp. 30ft move. Put 1000 of them into a unit and the unit has 1000 hp. Light infantry.</p><p></p><p>Or a knight in plate with a shield and lance on a warhorse is going to have AC20, +1 to-hit, and 2 hp. 60ft move. Likely the mounted combat feat, which would be the equivalent to an extra +5 to-hit. Put 500 of them into a unit and the unit has 1000 hp. Heavy cavalry.</p><p></p><p>That cavalry unit wins initiative and charges that spearman unit. The heavy cavalry inflicts 250 hits. The infantry is reduced to 750 hp (and men) and counterattacks for 37 hits, reducing the cavalry to 963 hp and 482 men. The cavalry breaks off and moves to prepare for a second charge.</p><p></p><p>The dragon swoops in and breathes cold on the infantry killing 60 before flying off.</p><p></p><p>If you want it more gamey, you could use a d20 for hits, but make it a scale, like: nat 1 = 1/4 hits; miss = 1/2 hits; hit = full hits; nat 20 = 1 1/2 hits.</p><p></p><p>ETA: Or just use the stat blocks as is with the mob rules and use the listed average hp and damage. A goblin has 7 hp and deals 5 damage per hit. A unit of 100 goblin soldiers has 700 hp and reduces its attacks by one for every 7 damage it takes.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8401635, member: 86653"] Take the commoner, guard, and noble stat blocks. Equip them to whatever the standard would be for the unit as a whole. Give the unit as a whole hit points equal to the number of soldiers in it. Heavy infantry and heavy cavalry will have higher AC, but you might want to give each soldier 2 hp, representing their extra training, skill, and experience. Basically hit points go back to the old meaning of tracking how many hits to kill one soldier. Use the mob rules from the DMG to determine how many attackers to score one hit. But each hit is a point of damage and thus one dead regular soldier. Abstract things like rank & file and frontage. Definitely use morale. Change the turn length to ten minutes. Change the scale of distance from 5ft squares to 500ft squares. This keeps the movement in squares the same number. So a human can move 30ft / 6 squares in a 6-second round at a 5ft square scale or 3000ft / 6 squares in a 10-minute round at a 500ft square scale. Otherwise it can run the same. Double move. Defensive stance. Etc. To use big monsters, just treat them basically as normal. With mob rules, most will auto hit but roll damage. Each 1-2 points of damage is a dead soldier, depending on type. An adult Silver Dragon breathing cold for 13d8 is properly scary again. Like it should be. So a peasant soldier with a spear, shield, and studded leather is going to have AC14, +0 to-hit, and 1 hp. 30ft move. Put 1000 of them into a unit and the unit has 1000 hp. Light infantry. Or a knight in plate with a shield and lance on a warhorse is going to have AC20, +1 to-hit, and 2 hp. 60ft move. Likely the mounted combat feat, which would be the equivalent to an extra +5 to-hit. Put 500 of them into a unit and the unit has 1000 hp. Heavy cavalry. That cavalry unit wins initiative and charges that spearman unit. The heavy cavalry inflicts 250 hits. The infantry is reduced to 750 hp (and men) and counterattacks for 37 hits, reducing the cavalry to 963 hp and 482 men. The cavalry breaks off and moves to prepare for a second charge. The dragon swoops in and breathes cold on the infantry killing 60 before flying off. If you want it more gamey, you could use a d20 for hits, but make it a scale, like: nat 1 = 1/4 hits; miss = 1/2 hits; hit = full hits; nat 20 = 1 1/2 hits. ETA: Or just use the stat blocks as is with the mob rules and use the listed average hp and damage. A goblin has 7 hp and deals 5 damage per hit. A unit of 100 goblin soldiers has 700 hp and reduces its attacks by one for every 7 damage it takes. [/QUOTE]
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