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Mass Combat in 5E
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<blockquote data-quote="Li Shenron" data-source="post: 5982670" data-attributes="member: 1465"><p>Totally understandable, but doesn't match what I prefer...</p><p></p><p>I am not enough interested in a wargame, but if I was, I would probably just play a wargame, like you say.</p><p></p><p>OTOH I would never use a wargame <em>inside</em> a D&D campaign, unless all my players wanted such change of pace. What I prefer instead, is to have an occasional mass-battle in the campaign, and being able to <em>run</em> the battle (instead of totally predetermining the outcome for story reasons) but doing so <em>with the input</em> of the players. In fact what I want is that the player are responsible for their side of the battle, while I run the monsters' side as usual.</p><p></p><p>But in order for this to work, I need exactly a half-baked subsystem <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> because anything too complicated would lead the game too far away from what the players expect (and handle) from a game of D&D.</p><p></p><p>I certainly need a mass-battle to take up at most one session of gaming, not more because I would hate having to "save" and resume on another day, but this is still too much generally. If an average regular PC combat is going to take up e.g. 30 minutes, I would say that a mass-battle should take up either the same amount or maybe twice as much if it includes a combat scene at local level with the PCs. Some length is good because it also delivers the <em>feel</em> that this was a large scale battle that takes a lot of real-time, but not too much.</p><p></p><p>I've had the BECMI books for a while but I still haven't read the mass combat rules, and since I don't have them here right now anyway, I just checked the retroclone Dark Dungeons from the web, although I'm not sure they are exactly the same... and I think these are fairly simple rules, so I think <em>it can be done</em>!</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 5982670, member: 1465"] Totally understandable, but doesn't match what I prefer... I am not enough interested in a wargame, but if I was, I would probably just play a wargame, like you say. OTOH I would never use a wargame [I]inside[/I] a D&D campaign, unless all my players wanted such change of pace. What I prefer instead, is to have an occasional mass-battle in the campaign, and being able to [I]run[/I] the battle (instead of totally predetermining the outcome for story reasons) but doing so [I]with the input[/I] of the players. In fact what I want is that the player are responsible for their side of the battle, while I run the monsters' side as usual. But in order for this to work, I need exactly a half-baked subsystem :p because anything too complicated would lead the game too far away from what the players expect (and handle) from a game of D&D. I certainly need a mass-battle to take up at most one session of gaming, not more because I would hate having to "save" and resume on another day, but this is still too much generally. If an average regular PC combat is going to take up e.g. 30 minutes, I would say that a mass-battle should take up either the same amount or maybe twice as much if it includes a combat scene at local level with the PCs. Some length is good because it also delivers the [I]feel[/I] that this was a large scale battle that takes a lot of real-time, but not too much. I've had the BECMI books for a while but I still haven't read the mass combat rules, and since I don't have them here right now anyway, I just checked the retroclone Dark Dungeons from the web, although I'm not sure they are exactly the same... and I think these are fairly simple rules, so I think [I]it can be done[/I]! [/QUOTE]
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