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<blockquote data-quote="Rune" data-source="post: 259754" data-attributes="member: 67"><p>Actually, I was going more for having the defending unit roll defense with Hit Dice, not hit points. For example, if the defending unit has an average Hit Dice of 3d8+3 (Con bonus +1) and an AC of 15 and the attackers all have heavy picks and a Str bonus +4 and a +7 to hit, the attack would look something like this:</p><p></p><p>Attacker rolls to hit: If it's 15 or higher, see option <em>a</em>, 14 or lower, see option <em>c</em>.</p><p></p><p>Option <em>a</em>: If it's a critical hit, see option <em>b</em>, otherwise, attacker rolls 1d6+4, defender rolls 3d8+3. If the attacking unit has rolled equal to or higher than the defending unit, the defending unit is wiped out. In this example, the attacking unit rolls a 7 and the defending unit rolls a 15. The defending unit in this example is not wiped out. Play proceeds as normal.</p><p></p><p>Option <em>b</em>: If the attack roll resulted in a critical threat and the follow-up critical was confirmed, the attacker rolls extra dice, as a critical would normally indicate and follow the directions in Option <em>a</em> in all other respects. In our example, the attacker rolls 4d6+16 (the heavy pick has a crit multiplier of x4) and results in a 28. The defender rolls 15, again. In this case, the defending unit is wiped out and play proceeds as normal.</p><p></p><p>Option <em>c</em>: If the attack roll is not a hit, the attacker still rolls 1d6+4 damage, but the defender rolls 6d8+6 defense (double the defending unit's average Hit Dice). In this example, the attacker rolls a 7 and the defender rolls 30. The defender is not wiped out and play proceeds as normal.</p><p></p><p>The reason that I've kept the crits is because I recognize that, while it's not likely the whole unit is going to crit all at once, it is quite possible for the unit to cohesively make a more ferocious attack than normal. Furthermore, lumping all of the critical hits within a unit together is no more of an abstract than lumping everyone's Hit Dice, attack rolls, or damage rolls together.</p><p></p><p>Obviously, this kind of seems to break down at higher levels, but that shouldn't really be a problem in most mass combat games. What I would do to combat it, if you are pitting high-level units against each other, is to port over the multiple attacks, but lump all of the damage dice from the multiple attacks into one single opposed damage vs. Hit Dice check.</p><p></p><p>For instance, a unit of 10th level fighters with Str bonus +6 attack with flaming burst longswords at +16/+11, this means potentially, 2d8+2d6+12 damage dice against, say 10d10+10 Hit Dice (Con bonus +1). If there are also rules for ganging up on units (as simple as delaying and attacking on the same initiative), three such fighter units should easily wipe out the defending unit in one turn.</p><p></p><p>Anyway, just a few thougts off the top of my head.</p></blockquote><p></p>
[QUOTE="Rune, post: 259754, member: 67"] Actually, I was going more for having the defending unit roll defense with Hit Dice, not hit points. For example, if the defending unit has an average Hit Dice of 3d8+3 (Con bonus +1) and an AC of 15 and the attackers all have heavy picks and a Str bonus +4 and a +7 to hit, the attack would look something like this: Attacker rolls to hit: If it's 15 or higher, see option [i]a[/i], 14 or lower, see option [i]c[/i]. Option [i]a[/i]: If it's a critical hit, see option [i]b[/i], otherwise, attacker rolls 1d6+4, defender rolls 3d8+3. If the attacking unit has rolled equal to or higher than the defending unit, the defending unit is wiped out. In this example, the attacking unit rolls a 7 and the defending unit rolls a 15. The defending unit in this example is not wiped out. Play proceeds as normal. Option [i]b[/i]: If the attack roll resulted in a critical threat and the follow-up critical was confirmed, the attacker rolls extra dice, as a critical would normally indicate and follow the directions in Option [i]a[/i] in all other respects. In our example, the attacker rolls 4d6+16 (the heavy pick has a crit multiplier of x4) and results in a 28. The defender rolls 15, again. In this case, the defending unit is wiped out and play proceeds as normal. Option [i]c[/i]: If the attack roll is not a hit, the attacker still rolls 1d6+4 damage, but the defender rolls 6d8+6 defense (double the defending unit's average Hit Dice). In this example, the attacker rolls a 7 and the defender rolls 30. The defender is not wiped out and play proceeds as normal. The reason that I've kept the crits is because I recognize that, while it's not likely the whole unit is going to crit all at once, it is quite possible for the unit to cohesively make a more ferocious attack than normal. Furthermore, lumping all of the critical hits within a unit together is no more of an abstract than lumping everyone's Hit Dice, attack rolls, or damage rolls together. Obviously, this kind of seems to break down at higher levels, but that shouldn't really be a problem in most mass combat games. What I would do to combat it, if you are pitting high-level units against each other, is to port over the multiple attacks, but lump all of the damage dice from the multiple attacks into one single opposed damage vs. Hit Dice check. For instance, a unit of 10th level fighters with Str bonus +6 attack with flaming burst longswords at +16/+11, this means potentially, 2d8+2d6+12 damage dice against, say 10d10+10 Hit Dice (Con bonus +1). If there are also rules for ganging up on units (as simple as delaying and attacking on the same initiative), three such fighter units should easily wipe out the defending unit in one turn. Anyway, just a few thougts off the top of my head. [/QUOTE]
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