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Help me make a mass combat system that does what I want
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<blockquote data-quote="Sword of Spirit" data-source="post: 8402143" data-attributes="member: 6677017"><p>You know, that's a really good point about character stats being mostly irrelevant (or only some characters' being relevant,) in mass combat.</p><p></p><p>I have no problem with it as a minigame. The point of it for me is as a way to allow players the option to do something different by taking control of mass battles, and really see how actual D&D combatants would fare in it. Being able to send your knights and dragons and against the opposing ogres and skeletons and get results in 3 hours that are a close approximation of what you would get if you sat down for 30 hours and played the battle with regular D&D rules is a highly desireable functionality. Obviously it involves changing what you are doing into a wargame at that point, and if people just aren't interested in doing that they won't get much out of it.</p><p></p><p>But I hadn't really thought of tying it more directly into PC abilities. Often, it seems like certain spells and features can give you extra options, but other classes have little to offer. What does a rogue have to offer as a commander that differs from a fighter? </p><p></p><p>While it's important to me that the results are similar to playing it out with regular D&D rules, I think I'm going to have to add in another consideration now: making sure different types of characters have unique ways of contributing to the results in both tactical and abstract scales.</p><p></p><p>I don't think it really needs to be baked into character builds, and it would have to be a pretty focused campaign for that to be a worthwhile expenditure. Instead, I think it will be worth examining the kinds of features that already come with classes and and races and subclasses.</p><p></p><p>For instance, at the abstract scale having certain features or minimum skill bonuses or feats might let you be better at improving troop morale or leading scouting missions, or constructing siege equipment. I just have to look into all the various sorts of things that could help those types of activities, and make lists that ensure most characters will have one or more things they are particularly good at.</p><p></p><p>It's much trickier when your are at the tactical level leading units, but in that case it's probably going to be helpful to take some characters' and run some mock battles between units to see how characters with various features can really leverage them in that situation in a way they wouldn't in standard D&D combat situations. I'm optimistic that I can find some cool possibilities.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 8402143, member: 6677017"] You know, that's a really good point about character stats being mostly irrelevant (or only some characters' being relevant,) in mass combat. I have no problem with it as a minigame. The point of it for me is as a way to allow players the option to do something different by taking control of mass battles, and really see how actual D&D combatants would fare in it. Being able to send your knights and dragons and against the opposing ogres and skeletons and get results in 3 hours that are a close approximation of what you would get if you sat down for 30 hours and played the battle with regular D&D rules is a highly desireable functionality. Obviously it involves changing what you are doing into a wargame at that point, and if people just aren't interested in doing that they won't get much out of it. But I hadn't really thought of tying it more directly into PC abilities. Often, it seems like certain spells and features can give you extra options, but other classes have little to offer. What does a rogue have to offer as a commander that differs from a fighter? While it's important to me that the results are similar to playing it out with regular D&D rules, I think I'm going to have to add in another consideration now: making sure different types of characters have unique ways of contributing to the results in both tactical and abstract scales. I don't think it really needs to be baked into character builds, and it would have to be a pretty focused campaign for that to be a worthwhile expenditure. Instead, I think it will be worth examining the kinds of features that already come with classes and and races and subclasses. For instance, at the abstract scale having certain features or minimum skill bonuses or feats might let you be better at improving troop morale or leading scouting missions, or constructing siege equipment. I just have to look into all the various sorts of things that could help those types of activities, and make lists that ensure most characters will have one or more things they are particularly good at. It's much trickier when your are at the tactical level leading units, but in that case it's probably going to be helpful to take some characters' and run some mock battles between units to see how characters with various features can really leverage them in that situation in a way they wouldn't in standard D&D combat situations. I'm optimistic that I can find some cool possibilities. [/QUOTE]
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