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<blockquote data-quote="robberbaron" data-source="post: 3410031" data-attributes="member: 14771"><p>Two other things you could try:</p><p>1. Work it through as a wargame. Divide the armies into units (PCs could be a single unit or be assigned as leaders to units) and have a simplified damage method - opposing units roll their attacks, lowest takes a number of 'injuries', highest takes a smaller number. Actual figures up to you, but I'd use the difference in the rolls for the loser and half that for the winner, perhaps with some sort of save for the winner to take even less damage.</p><p>Pros - fewer rolls, fewer pieces to move around (use 1 figure as a unit marker), no need to stat out hundreds of NPCs, gives a battle a completely different feel.</p><p>Cons - non-wargamers might not like it, PCs might feel left out if they are in a single unit.</p><p>I've used this in my previous 1e campaign to conduct a city siege and it worked very well. Then again, our group wargame as well as roleplay so I didn't have to work too hard to sell it to them.</p><p></p><p>2. Try the battle rules from Bushido. </p><p>For those not familiar with this: the battle is almost entirely abstracted into a roll per side per battle turn with modifiers for the general's skill but, every battle turn there is a chance for the PCs to have encounters.</p><p>Pros - PCs can feel like heroes roaming the battlefield, fast battle resolution.</p><p>Cons - Completely unfamiliar method, might not feel like a battle.</p><p></p><p>Played a lot of Bushido in the past and battles always seemed exciting.</p></blockquote><p></p>
[QUOTE="robberbaron, post: 3410031, member: 14771"] Two other things you could try: 1. Work it through as a wargame. Divide the armies into units (PCs could be a single unit or be assigned as leaders to units) and have a simplified damage method - opposing units roll their attacks, lowest takes a number of 'injuries', highest takes a smaller number. Actual figures up to you, but I'd use the difference in the rolls for the loser and half that for the winner, perhaps with some sort of save for the winner to take even less damage. Pros - fewer rolls, fewer pieces to move around (use 1 figure as a unit marker), no need to stat out hundreds of NPCs, gives a battle a completely different feel. Cons - non-wargamers might not like it, PCs might feel left out if they are in a single unit. I've used this in my previous 1e campaign to conduct a city siege and it worked very well. Then again, our group wargame as well as roleplay so I didn't have to work too hard to sell it to them. 2. Try the battle rules from Bushido. For those not familiar with this: the battle is almost entirely abstracted into a roll per side per battle turn with modifiers for the general's skill but, every battle turn there is a chance for the PCs to have encounters. Pros - PCs can feel like heroes roaming the battlefield, fast battle resolution. Cons - Completely unfamiliar method, might not feel like a battle. Played a lot of Bushido in the past and battles always seemed exciting. [/QUOTE]
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