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*Dungeons & Dragons
Legends & Lore 28.04: Battlesystem! (mass battles rules)
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<blockquote data-quote="howandwhy99" data-source="post: 6294109" data-attributes="member: 3192"><p>3e had a heck of a time trying to create a mass combat rule set that supported all the potential options that the individual character build rules included. All the feats, class abilities, spells, types of arms and armor, plus special maneuvers designed mostly for 1:1 duals, and so on. </p><p></p><p>This new system sounds like a very, very simplified scaling up of the D&D Next combat system requiring only a few specifics game options to run. For instance, battlemat positioning and square sizing, but not flanks, facing, composition, or any of the other features you might find in a full on wargame. </p><p></p><p>I think that's a good idea because I believe 5e is still looking to support a mass of character building options before a mass combat system. And if it tried to do both, it would quickly run into problems like 3e. </p><p></p><p>There are some questions of course, but we only got a taste so far:</p><p>[sblock]1. Shared actions vs. Individual actions. What happens when units are larger than 20 and each member gets an attack roll, a Saving Throw roll, or other kind of roll? Can solos can only interact with 20-member units no matter the scale?</p><p></p><p>2. Shared statistics vs. Individual statistics. Strength requirements and rolls by groups can get funky. A million ants still can't left a Chevy pick up, but their combined strength would generally allow it. </p><p></p><p>3. Solo Configuration and Group Massing (swarms). How units configure themselves usually alters how they can attack or defend, usually on the flanks. Attacking a mass of creatures by a solo is a single attack. Damage and effects usually affect the whole group - unless it divides or is routed. Then individual results are determined as needed. Just like the design of a creature body in an RPG, how an individual unit is configured affects attack and defense. We see Regiments and Skirmishers, but not much else as of yet.</p><p></p><p>4. Scaling of spell effects and spell areas. Magical area effects by spellcasters were originally designed for mass combat in Chainmail, but not everything is designed for affect multiple creatures. That can lead to weird results when cast on units.</p><p></p><p>5. Individual Maneuvers/Powers vs. Unit Maneuvers/Powers. How are feats, spells, 5e powers for the unit treated? Must every member have the ability? What if only a few do? Also, how are group/unit actions included? Swarm around, shield wall, Testudo blocking, shield & spear flanks, etc.[/sblock]</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6294109, member: 3192"] 3e had a heck of a time trying to create a mass combat rule set that supported all the potential options that the individual character build rules included. All the feats, class abilities, spells, types of arms and armor, plus special maneuvers designed mostly for 1:1 duals, and so on. This new system sounds like a very, very simplified scaling up of the D&D Next combat system requiring only a few specifics game options to run. For instance, battlemat positioning and square sizing, but not flanks, facing, composition, or any of the other features you might find in a full on wargame. I think that's a good idea because I believe 5e is still looking to support a mass of character building options before a mass combat system. And if it tried to do both, it would quickly run into problems like 3e. There are some questions of course, but we only got a taste so far: [sblock]1. Shared actions vs. Individual actions. What happens when units are larger than 20 and each member gets an attack roll, a Saving Throw roll, or other kind of roll? Can solos can only interact with 20-member units no matter the scale? 2. Shared statistics vs. Individual statistics. Strength requirements and rolls by groups can get funky. A million ants still can't left a Chevy pick up, but their combined strength would generally allow it. 3. Solo Configuration and Group Massing (swarms). How units configure themselves usually alters how they can attack or defend, usually on the flanks. Attacking a mass of creatures by a solo is a single attack. Damage and effects usually affect the whole group - unless it divides or is routed. Then individual results are determined as needed. Just like the design of a creature body in an RPG, how an individual unit is configured affects attack and defense. We see Regiments and Skirmishers, but not much else as of yet. 4. Scaling of spell effects and spell areas. Magical area effects by spellcasters were originally designed for mass combat in Chainmail, but not everything is designed for affect multiple creatures. That can lead to weird results when cast on units. 5. Individual Maneuvers/Powers vs. Unit Maneuvers/Powers. How are feats, spells, 5e powers for the unit treated? Must every member have the ability? What if only a few do? Also, how are group/unit actions included? Swarm around, shield wall, Testudo blocking, shield & spear flanks, etc.[/sblock] [/QUOTE]
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Legends & Lore 28.04: Battlesystem! (mass battles rules)
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