Mass combat rules

Regards the link, I don't want to insult anyone but I have to say that although the person has probably put alot of work into the system, the intuitive conversion he is doing isn't going to work well in the end. I know. I designed a system for 1st edition very very similar to it quite a long time ago before I had actually been exposed to war game mechanics. I won't say how old I was, but suffice to say that I was young enough that by saying so I'd embarass some people. If you haven't played war games, do so. It will save you the trouble of learning for yourself what you are doing wrong.

If I was assigned the job of creating a fantasy wargame for D&D in a hurry, the first things I'd do would probably be:

1) Fix the CR system. Right now, it is ok as a method of assigning xp, but as a tangible, it is fairly broken. Without a working CR system, its not going to be really possible to quickly convert a group of 'monsters' over to a mass scale, which is the most critical element of any mass combat RPG companion.
There are two basic problems that you have to deal with. One, the CR system is not linear. A CR 2 monster is twice as tough as a CR 1 monster (generally speaking) but a CR 20 monster is not twice as tough as a CR 18 monster. You are going to have to create a table that shows the curve in some fashion.
Armed with that, you can approach the problem of how the CR increases as you increase the number of individuals. At a very basic level, any mass combat system designed to work with D&D has to be able to answer this sort of problem almost immediately (well within less than a minute) and without resorting to a calculator once combat begins.

"50 Gnolls attack an adult dragon. How many Gnolls are dead at the end of the fight?"

2) With a CR system fixed, take an existing simple war gaming system like DBM and broaden the mechanic (probably by converting it to a bell curve system with 2d6 or 2d10) to deal with the greater range of unit types and strengths that an RPG system proposes. Figure out how each CR and monster type (humanoid, giant, dragon, etc.) converts into the new system.

3) Add to the mechanic so that combat can result in a range of degradation of combat ability of the attacked unit. This becomes the second level of complexity for players that want to spend more time on the combats.

4) Adopt D20 mechanics like AoO when conveinent so that feats have a fairly straightforward conversion to the new system.

After refining that basic system for a while, I'd probably start adding rules for scalability to deal with unit cohesion, frontage, and other problems that larger and larger units have to deal with.
 
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Re: Thanks for responses

Redleg06: Mass combat as in armies, yes. Basically a set of rules to model fantasy/medieval battles.

Thanks again to everyone for the responses. [/B]


Well, it's not D&D but the Warhammer Fantasy Battles system is very good. It is not as complicated as many are led to believe.

Roll to hit. Roll to wound. Target rolls to save for armor.

It only gets complicated when you start adding in all the different army books and the mountain of special abilities.

But you want to use D&D races and armies right?

For D&D you can just pick the basic stats for the armies you want to replicate. You need not use all the special rules.

For miniatures, you only need use GW minis exclusivly if you are planning on playing in GW tournaments. Otherwise most manufacturers are moving toward the 28mm scale.

As for painting there are quite a lot of plastics available to help reduce costs. Also you can buy whole armies on ebay. Or you can paint them yourself. Regardless of what rules you use you will still need the minis!

A super simplified version exists in the Warhammer Ancient Battles Historical version.



Warhammer Ancients
 

Okay I have a system which uses the D20 mechanic and can be used to put the PCs at the center of the action or not even have them involved

The Basic Unit is 100 persons with a base rate of 1 (100/100)
Units of other sizes are also adjusted by the same rate to give the base rate so 30 Ogres have a base of 0.3 (30/100)

The Base rate is then adjusted by the Unit level multiplier
Unit Levels
1 Recruit
2 Green
3 Hardered
4 Veteran
5 Elite


So 50 Elite Ogres 0.3 x 5 = 1.5
HD is added at a rate of HD -1 (so a Ogre Unit gets a race mod of 3 (HD4-1)

So the Unit Rating (UR) for 30 Elite Ogres is 4.5 (3+1.5)

Unit Size 30
Unit Rate 4.5 (Elite)
Unit HP/VP* = 135 (Unit Size x Unit Rating 30x 4.5 )
Unit Wounds = 240 (Full HD type (d8) x Unit size)
Unit AC = 20 (Base + Unit Rating 16+4.5 (round down)
Unit Speed = 30 (base)
Initiative = 3 (base+UR)
Attacks = +12melee (base + UR eg 8+4.5)
Damage = 6d6+7 (UR+Dam dice eg Great Club 4.5+2d6+7)
Saves eg Fort 10 ( Base+UR = 6+4.5 )
Skills = base
Face dependent of Formation eg a 5X6 formation would render a 25x30 Face, a loose horde is a 75X10 face:)

*Note Unit HP/VP this number represents how many blows can be taken before the unit is no longer effective and not neccesarily how many of the ogres are dead. It is possible that all the Ogres survive but loose morale and flee when Unit HP reaches 0.

Unit Wounds -I don't use it but they could come into play if desired eg if using megadamage spells or fighting Dragons

** Creatures with HD of 7+ should be handled sperately (effectively as single Monster units)

Option 1
For a quick resolution the Unit rating itself can be used to determine outcomes

eg Unit X has a YR of 4 and Unit Y has a UR or 2 opposed D20+UR roll higher number wins

Option 2
Quick resolution with PC leadership = Opposed rolls of D20+UR+PC level

Option 3
Use Stat block for a distinct unit in a battle

Option 4
A PC leader leading the Unit into battle. Here the Unit stats essentially become Stat mods for the PC

eg PC Bob the Fighter is the leader of a horde of 30 elite ogres

His base Bab is +8 leading the unit he gains their bab +12 as a bonus and so uses a BAb of +20 during combat.

This effectively puts the PC at the centre of the action making decisions and directing their unit as an extension of themselves
 

I am creating a set of rules, but they will be applicable to more than d20 games.

Mine will be one of a series of books similar to the Primal Order, detailing the running of all aspects of empire. This will include generic rules and expansion rules for working it into D20. The series is called 'Rise & Fall' and the first book, about large scale warfare, should be out around Spring. It will cover warfare that is as close to actual historical combat as possible, including rules for fantasy elements, such as magic, PC interaction and rules for creating your own unique regiments.

If you want something more specifically D20 detailed, Monte Cook has announced that Skip Williams will publish a book called 'Cry Havoc' that details war for D20. It will be available next summer...
 

I love the simplicity of Mongoose's Open Mass Combat System so much that I am tweaking it and including it in upcoming products.

It handles the 50 gnolls vs a dragon with little difficulty.

Clark
 

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