D&D 5E Mass Combat Rules?

Lanefan

Victoria Rules
If you're not going to have a lot of mass combats in the campaign then I suggest: No rules.

Instead, tell the story of the mass cmbat like you tell the sory of the weather - as background noise. Have the battle instead turn on what the PCs do, with their actions being what turns the tide for the overall battle.
This is one option that's nice in its simplicity, but by tying the fate of one entire side to that of the PCs it precludes a lot of otherwise-possible outcomes.

It also assumes the PCs are a) active participants in the battle and b) all on the same side.

I'd prefer a system that can resolve the battle in at least a modicum of granularity with or without the PCs but yet seamlessly add the PCs in should they take part. Such a thing that doesn't also take a whole session or more to properly play through doesn't exist that I know of, however.
 

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The easiest Mass Combat rules for D&D I've seen are found in the Rules Compendium for BECMI. It requires a few base assumptions and a bit of math, but a combat can be handled fairly quickly. Unfortunately it doesn't take heroic actions by the PCs into consideration, as it assumes the PCs are the commanders, which isn't the norm for most mass combat adventures. For your purposes, you could break up the overall combat into several combats for each player's formation, with the overall result being based on the average result of the group.
The entire BECMI mass combat and kingdom management has been converted to 5e here.

Legendary Games are releasing Ultimate Kingdoms - a 5e version of all the kingdom building and mass combat from Pathfinder. It looks pretty good, though a bit more complicated than what OP is looking for. Also not sure if it's out for non-backers.
 


Morrus

Well, that was fun
Staff member
Make the actual battle the backdrop, and have the PC complete various vital missions which win the battle.
 

Chaosmancer

Legend
I do want to correct a small bit of misinformation on this thread.

Matt Colville is releasing a more robust rules system in his Kingdoms and Warfare book coming soon, but the basic version of his system is out in his Strongholds and Followers book, and is enough to build and run some basic encounters.

It should be easy enough to find details on how it works, I have the book though so I don't often go looking online.
 

Why won't this link load for me? Even when I cut and paste the URL all I get is nothing.

Using firefox with popups and ads fully blocked.
Shoveled a copy to my dropbox. Try this instead:
The problem is the original link goes to my ANCIENT earthlink website, which they informed me last year they'll be taking down their old webspace servers entirely this year. I can still get to it but it's clearly getting untrustworthy.
 


Lanefan

Victoria Rules
Shoveled a copy to my dropbox. Try this instead:
The problem is the original link goes to my ANCIENT earthlink website, which they informed me last year they'll be taking down their old webspace servers entirely this year. I can still get to it but it's clearly getting untrustworthy.
Your "Roll the dice" part at the end more or less agrees with what I dreamed up on my own: break each army down into small groups (which I call units) and more or less treat each unit as if it was a character.

I complicate it a bit by having four types of units:

Irregulars - this covers everything from camp followers to peasant soldiers - the weakest type of troops
Regulars - the standard rank-and-file soldiery
Elites - troops that are better than regulars due to being mounted, or flying, or higher level, or whatever
Specials - everything else; can include scout groups, elite archers, siege weapons and their operators, etc.

Any individual with a name counts as a Special; this includes all PCs, commanders and a few high-ranking officers on both sides, significant NPC casters, and so forth.

One quibble I'd have with your article would be the effects and usefulness of mass casting of buff spells on troops. If these spells are cast ahead of time then duration becomes a big factor; if they're cast once battle commences there won't be time to buff up enough troops to make all that much difference (you might bump a few units up from Regular to Elite) unless you've got oodles of casters* at your disposal. Further, as most of these spells can only be cast on one person at a time your casters are likely going to run out of slots long before they run out of troops to cast on.

* - or casters of high enough level to cast Mass xxxx spells, but if they can do that they can probably also do Limited Wish (or worse, full Wish!) which using 1e-2e rules rather renders the whole thing moot.

And if side A somehow realizes or learns side B just put a ton of spells into buffing its troops, all side A needs to do is withdraw and defend for a few hours until those buffs wear off, and then roll on in. :)
 

atanakar

Hero
While reading my Fantasy AGE Companion book I discovered they have a Mass Combat system. I'll use that one as it is more satisfying.

Battles are fought in three stages: 1) Opening Move. 2) Main Engagement. 3) Finishing Move. PC can turn the tide of the battle by intervening at Crisis Points.

Each army has a Mass Battle Card with a commander, primary troop type and optional specialists. Type one specialist provide a bonus on the Opening Move. Type two on the Main engagement. Type three on the Finishing move. You also note the Commander's Leadership, Intelligence and the number of troops in the army. Armies are not detailed beyond that.

The battle is resolved by making a series of tests that reduce the number of troops thus making further test more challenging. PCs can turn the tide of the battle stages by intervening at Crisis Points during regular combat round by round combat.
 

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