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Let's make a mass combat system!
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<blockquote data-quote="JimAde" data-source="post: 1581132" data-attributes="member: 16739"><p>Pyrex: I'm pretty sure this is as it was presented. Feel free to check the original article, which is linked in my first post, in case I made a mistake.</p><p> </p><p>I think these numbers are right. Remember that if the damage the unit does is greater than the HP of the defender, each "hit" will actually take out more than one opponent. Say for example these orcs are attacking goblins with 4 HP. Each orc "hit" does 9 points of damage, accounting for more than 2 goblins.</p><p> </p><p>As Agimimnon said in his original article, you can add a flat bonus to all the attack modifiers to make the combat shorter. It will just take play-testing to find the right multiplier/addition (if one is necessary).</p><p> </p><p>I agree with you that the leadership score is a big factor. It is calculated as for the Leadership feat and I assumed a 6th level leader. This is maybe too generous.</p><p> </p><p>Beowolf: Multiple attacks are a big problem. You want it to matter, since it's such an integral part of the regular game. How about this: For attacking, the unit's size counts as its size times # of attacks (so 20 ghouls count as 60 for attacking). Attack modifier and damage would be averaged across all attacks. Ghouls have 2 attacks at +2(1d6+1) and one at +0(1d3). That's +2 for the attack. Total damage is 10.5 points average, divided by 3 is 3.5. Round to 4 I guess. So now the ghoul unit looks like this:</p><p> </p><p>Unit Name: Ghoul Mob</p><p>Qty: 20 (60)</p><p>Attack Bonus: +2 </p><p>Average Damage: 4</p><p>AC: 14</p><p>HP: 13</p><p>Init: +2</p><p>Leadership: +5 (0 base (no leader), +5 unit discipline)</p><p></p><p>As another example, here's a unit of veteran swordsmen. They're all 6th level Warriors with Longswords, Weapon Focus and an average of 14 STR. Individually their attacks are +9/+4, 1d8+2</p><p> </p><p>Unit Name: Veteran Infantry</p><p>Qty: 20 (40)</p><p>Attack Bonus: +7 </p><p>Average Damage: 7</p><p>AC: 15</p><p>HP: 33</p><p>Init: +2</p><p>Leadership: +12 (10 base (8th level leader w/14 CHA), +2 unit discipline)</p><p></p><p>I like your idea for special attacks (those that get a saving throw) but ghouls are different because the special attack is part of the regular attack. For the ghoul's paralysis, I'd say we have two ways of doing it (off the top of my head):</p><p>1) It gets 2 attack rolls. One normal (as modified above) and one like you described. I don't like this as the paralysis shouldn't count as a whole new attack. Most of those paralyzed will be taken out by damage anyway.</p><p>2) Just add a number to its damage to reflect the extra casualties for paralysis. It'd be written as 4(+3) to reflect the fact that some people (elves) are immune to it.</p></blockquote><p></p>
[QUOTE="JimAde, post: 1581132, member: 16739"] Pyrex: I'm pretty sure this is as it was presented. Feel free to check the original article, which is linked in my first post, in case I made a mistake. I think these numbers are right. Remember that if the damage the unit does is greater than the HP of the defender, each "hit" will actually take out more than one opponent. Say for example these orcs are attacking goblins with 4 HP. Each orc "hit" does 9 points of damage, accounting for more than 2 goblins. As Agimimnon said in his original article, you can add a flat bonus to all the attack modifiers to make the combat shorter. It will just take play-testing to find the right multiplier/addition (if one is necessary). I agree with you that the leadership score is a big factor. It is calculated as for the Leadership feat and I assumed a 6th level leader. This is maybe too generous. Beowolf: Multiple attacks are a big problem. You want it to matter, since it's such an integral part of the regular game. How about this: For attacking, the unit's size counts as its size times # of attacks (so 20 ghouls count as 60 for attacking). Attack modifier and damage would be averaged across all attacks. Ghouls have 2 attacks at +2(1d6+1) and one at +0(1d3). That's +2 for the attack. Total damage is 10.5 points average, divided by 3 is 3.5. Round to 4 I guess. So now the ghoul unit looks like this: Unit Name: Ghoul Mob Qty: 20 (60) Attack Bonus: +2 Average Damage: 4 AC: 14 HP: 13 Init: +2 Leadership: +5 (0 base (no leader), +5 unit discipline) As another example, here's a unit of veteran swordsmen. They're all 6th level Warriors with Longswords, Weapon Focus and an average of 14 STR. Individually their attacks are +9/+4, 1d8+2 Unit Name: Veteran Infantry Qty: 20 (40) Attack Bonus: +7 Average Damage: 7 AC: 15 HP: 33 Init: +2 Leadership: +12 (10 base (8th level leader w/14 CHA), +2 unit discipline) I like your idea for special attacks (those that get a saving throw) but ghouls are different because the special attack is part of the regular attack. For the ghoul's paralysis, I'd say we have two ways of doing it (off the top of my head): 1) It gets 2 attack rolls. One normal (as modified above) and one like you described. I don't like this as the paralysis shouldn't count as a whole new attack. Most of those paralyzed will be taken out by damage anyway. 2) Just add a number to its damage to reflect the extra casualties for paralysis. It'd be written as 4(+3) to reflect the fact that some people (elves) are immune to it. [/QUOTE]
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