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<blockquote data-quote="KidSnide" data-source="post: 5227565" data-attributes="member: 54710"><p>A satisfying mass combat system doesn't necessarily have to involve moving a lot of figures around on the board. In fact, if it takes a lot of time to move those figures and they are just producing a foregone conclusion, it is very easy for a great mass of minis to negatively impact the game.</p><p></p><p>What a satisfyign mass combat system (or kingdom economics simulator, or diplomatic system) needs is the ability for the players running the commanding PCs to make meaningful decisions about how to run the battle or kingdom. That doesn't require controlling every troop, but a major battle should have opportunities for the general to make informed non-obvious decisions about when and where to attack (and maybe with which troops). </p><p></p><p>Presumably, a good major battle will also have opportunities for the other PCs to cast appropriate war rituals and add bonuses by leading particular troops in their missions. A good mass combat system would also allow situations in which the PCs can personally descend into the melee to run some encounters with the regular combat system. (If you're fighting a big battle and the PCs never actually role to hit, you're missing something big...)</p><p></p><p>This is analogous to a good economic or political system. There would be interesting decisions (which towns to build up, which allies to cultivate) that should affect the outcome. But there would also be opportunities to adventure -- I point to the Kingmaker series as the best recent example of that sort of thing. Companion D&D, Birthright and others have had similar goals.</p><p></p><p>Where a skill challenge mechanic can break down is where the decisions made by the PCs are based entirely on what skills to use and not which command decisions are most appropriate given the situation. As a general, I want to decide whether we use the archers to attack over the river or have the infantry ford it to storm the enemy banks. I don't want the critical decision to be whether I try to remember a historical strategem or perceive the enemy's next attack. This is, of course, a common problem with skill challenges -- but that's why (as written) they are better suited as a default one-off mechanic than as a way of solving recurring types of scenarios.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5227565, member: 54710"] A satisfying mass combat system doesn't necessarily have to involve moving a lot of figures around on the board. In fact, if it takes a lot of time to move those figures and they are just producing a foregone conclusion, it is very easy for a great mass of minis to negatively impact the game. What a satisfyign mass combat system (or kingdom economics simulator, or diplomatic system) needs is the ability for the players running the commanding PCs to make meaningful decisions about how to run the battle or kingdom. That doesn't require controlling every troop, but a major battle should have opportunities for the general to make informed non-obvious decisions about when and where to attack (and maybe with which troops). Presumably, a good major battle will also have opportunities for the other PCs to cast appropriate war rituals and add bonuses by leading particular troops in their missions. A good mass combat system would also allow situations in which the PCs can personally descend into the melee to run some encounters with the regular combat system. (If you're fighting a big battle and the PCs never actually role to hit, you're missing something big...) This is analogous to a good economic or political system. There would be interesting decisions (which towns to build up, which allies to cultivate) that should affect the outcome. But there would also be opportunities to adventure -- I point to the Kingmaker series as the best recent example of that sort of thing. Companion D&D, Birthright and others have had similar goals. Where a skill challenge mechanic can break down is where the decisions made by the PCs are based entirely on what skills to use and not which command decisions are most appropriate given the situation. As a general, I want to decide whether we use the archers to attack over the river or have the infantry ford it to storm the enemy banks. I don't want the critical decision to be whether I try to remember a historical strategem or perceive the enemy's next attack. This is, of course, a common problem with skill challenges -- but that's why (as written) they are better suited as a default one-off mechanic than as a way of solving recurring types of scenarios. -KS [/QUOTE]
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