Mass Combat Rules (have a look)

SylverFlame

First Post
Hello all. THis is my mass combat rules. I used them in 2e, and have tweeked them for 3e. However, they have not been play-tested yet. Can anyone see ways of improving them or any ways in which they won't work under the 3e system. Thanks.


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First, you take the number of combatants on each side. This is your Army's HP. Adjust this if you have any important people present, or really high level/cr critters.

Next, you take the average level for the army. Easy, assume half of the combatants are level one and break down the other 50% by assumed experience. Again, special critters will up this number. This is the Army level and will affect number of attacks and bonuses. Use the fighter table. It just makes sense.

Next, the hard one: AC. I found the best way is to not bother since people die all the time in combat. Otherwise, use an opposed die roll with whatever you are using for attack (likely a d20).

Okay, the fun one. Damage. I just used a good ol'percentile die. Why? Well, when your working with huge armies and stuff, it makes it easier. Your HP is huge, and this makes the numbers on par with a single character.

Finally, mitigating factors. A unit of mages can make a HUGE difference to pitched battle. Just like archers and artillery. So, you give them each their own attack phase, with only one attack. Mages just deal damage as armour doesn't really stop a fireball all that well.

Two other things to keep in mind. If one side has a defensive position, like your city, then they should get a Defence bonus, as well as fun stuff like burning pitch. Treat the pitch like a magical attack. Also, those pesky mages can be taken out with scout units (I treated them like mini-armies).

If you need stuff for a seige remember that food is important to. If steady supply lines are maintained (magically or some other way) then don't worry about it. If not, then treat it as an undefendable attack that hits once a day. This damage can be dealt to the army, or population in any way the DM chooses. (an army can confiscate all the food [meaning 0 damage until it runs
out], or maybe they suffer as much as the population and take 50% of the hit.)

It's an easy way to do it. It works to. Oh yeah, definitely let the PC's do some fighting against the other army as well. Nothing as boring as a DM rolling dice for five minutes while the PC's have d10 spinning contests. (We've all been there haven't we...)
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It sounds well and good, but still I think I like the one here better than what I had, which is scary-similiar to what you have done --

http://www.farlandcampaign.homestead.com/battle.html

Also I can't wait for Fields of Blood to come out which will have Mass Combat as well as how to create and configure kingdoms and empires that make perfect sense. I am afraid it will only be for 'regular' realms(Tolkien-esque) and won't fit into Dark Sun-type campaigns.
 

Interesting. Farland is very similar althought I find some of their assumptions to be a little distasteful.

MarauderX: I'm bound by NDA, but the Fields of Blood system is highly adaptable. I see no reason why the Dark Sun setting couldn't implement the FoB combat and kingdom mechanic. In fact, in many ways I think the desert scale is an even more perfect match that a standard medeival one. ;)
 

the Fields of Blood system is highly adaptable.


Ohpleaseohpleaseohplease let these words ring true!

I have built up this source book so much in my mind I am wondering if I am setting myself up for disappointment. I'm not going to be having any mass combat before then, so I won't have to worry about it too much, lucky me.
 

I have built up this source book so much in my mind I am wondering if I am setting myself up for disappointment. I'm not going to be having any mass combat before then, so I won't have to worry about it too much, lucky me.

All, I'll say is I was not disappointed, but FoB was not what I had expected. But still there is more good stuff in there then you will know what to do with. Almost TOO much. ;) I'll be interested in your opinions after you see it as well. :)
 

MarauderX, I came up with this system a couple of years ago, around 7 or 10. I only updated them a few months ago. The system you have linked is much more indepth than mine, as mine was made since my PC's ended up in a pitched battle at the last moment and were supposed to be two miles or more away.

That aside, I like how the Farland system works. Especially the modifiers (Fatigue is really neat). Thanks for the link.

EDIT: Cut the sig, added Paragraph 2.
 
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Farland is very similar althought I find some of their assumptions to be a little distasteful.

Care to explain in more detail? The beauty of my system is the flexibility, IMHO, so I want to know what assumptions you have a problem with.
 
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