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General Tabletop Discussion
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Let's make a mass combat system!
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<blockquote data-quote="JimAde" data-source="post: 1584787" data-attributes="member: 16739"><p>Tonguez: Cool! The basic concepts here look similar to Agimimnon's (generate a number based on number, BAB and damage of attacker, subtract defender's AC) but there seems to be a bit more math.</p><p>I really like figuring reach into the attack and the morale mechanic looks good. For damage, are you keeping track of the whole unit's HP at all times? That's what it looks like.</p><p></p><p>Al: great suggestions on attack magic. In your example, why do the Orc Warriors have an average save of 0? Is that their save bonus?</p><p></p><p>Here's my own shot at doing spells:</p><p></p><p>Basically, it seems like there are three types of spell we will care about:</p><p></p><p>1) Terrain spells (Wall of force, etc.)</p><p>2) Area Effect Damaging spells</p><p>3) Area Effect non-damaging spells</p><p></p><p>Terrain spells can be run as normal. If the caster has the spell and is not interrupted, it gets cast and you're done.</p><p></p><p>For damaging spells, we could generate an AE (Attack Efficiency, not Area Effect!) and use the regular system:</p><p></p><p>Spell AE = (Save DC + Leadership) - (10 + Save Bonus)</p><p></p><p>There is no attack roll for the spell since in D&D you don't have to roll to cast. We could change this to reflect Concentration checks.</p><p>The only other difference is that the spell can't affect more individuals than are in its area of effect. Thus a unit of 100 goblins can't be eliminated with a single fireball, even though it does enough damage.</p></blockquote><p></p>
[QUOTE="JimAde, post: 1584787, member: 16739"] Tonguez: Cool! The basic concepts here look similar to Agimimnon's (generate a number based on number, BAB and damage of attacker, subtract defender's AC) but there seems to be a bit more math. I really like figuring reach into the attack and the morale mechanic looks good. For damage, are you keeping track of the whole unit's HP at all times? That's what it looks like. Al: great suggestions on attack magic. In your example, why do the Orc Warriors have an average save of 0? Is that their save bonus? Here's my own shot at doing spells: Basically, it seems like there are three types of spell we will care about: 1) Terrain spells (Wall of force, etc.) 2) Area Effect Damaging spells 3) Area Effect non-damaging spells Terrain spells can be run as normal. If the caster has the spell and is not interrupted, it gets cast and you're done. For damaging spells, we could generate an AE (Attack Efficiency, not Area Effect!) and use the regular system: Spell AE = (Save DC + Leadership) - (10 + Save Bonus) There is no attack roll for the spell since in D&D you don't have to roll to cast. We could change this to reflect Concentration checks. The only other difference is that the spell can't affect more individuals than are in its area of effect. Thus a unit of 100 goblins can't be eliminated with a single fireball, even though it does enough damage. [/QUOTE]
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