JimAde
First Post
Ok, I have posted what I have so far:
http://home.comcast.net/~jim.ade/ilium/MassCombat.html
As I warned, this is just off-the-cuff with no play-testing and precious little thought
It's intended as a starting point for discussion.
And just to clarify, I am thinking of a system for D&D/d20 Fantasy. No radios, no vehicles unless there's an animal pulling it, etc.
Things that I feel are broken with the current version:
1) Leadership is ill-defined and has too big an impact. If Leadership is going to be such a big deal, there should be a mechanism for taking out a leader. Right now I'm leaving that to PC actions or maybe a unit spellcaster.
2) Though Leadership is a huge component of attacking, it doesn't affect defense at all. There's almost no way to help yourself avoid casualties.
3) No rules for cavalry. Since these rules are built around the individual creatures' attack and Hit Points, what do you do about cavalry? Give them more HP? Average the HP of mount and rider? And what about Warg-riding goblins. When the mount is actually a more dangerous foe than the rider, what do you do?
4) Not really a fault, just a to-do: Siege engines. I love 'em, so they have to be included
Having said all this, I think these rules are a good start for capturing that D&D flavor in mass combat. They include AoO, Charging, and the reach modifier suggestion we had earlier. What do you think?
http://home.comcast.net/~jim.ade/ilium/MassCombat.html
As I warned, this is just off-the-cuff with no play-testing and precious little thought

And just to clarify, I am thinking of a system for D&D/d20 Fantasy. No radios, no vehicles unless there's an animal pulling it, etc.
Things that I feel are broken with the current version:
1) Leadership is ill-defined and has too big an impact. If Leadership is going to be such a big deal, there should be a mechanism for taking out a leader. Right now I'm leaving that to PC actions or maybe a unit spellcaster.
2) Though Leadership is a huge component of attacking, it doesn't affect defense at all. There's almost no way to help yourself avoid casualties.
3) No rules for cavalry. Since these rules are built around the individual creatures' attack and Hit Points, what do you do about cavalry? Give them more HP? Average the HP of mount and rider? And what about Warg-riding goblins. When the mount is actually a more dangerous foe than the rider, what do you do?
4) Not really a fault, just a to-do: Siege engines. I love 'em, so they have to be included

Having said all this, I think these rules are a good start for capturing that D&D flavor in mass combat. They include AoO, Charging, and the reach modifier suggestion we had earlier. What do you think?