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<blockquote data-quote="robus" data-source="post: 7926203" data-attributes="member: 6801558"><p>Cool. In that case I would have each player use some kind of tracker to measure how their unit is performing and each round their unit does battle with the opposing side. For example a range of 1 to 10. Start each unit at 5.</p><p></p><p>Assuming that the opposing sides are relatively evenly matched the PCs actions should be what determines whether their unit has the advantage or disadvantage in their combat in each round. For example the combats would simply be a flat opposed d20 roll. (If you want to make it interesting you could give the opposition some bonus if they're an especially dangerous unit totally up to you <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p>Depending on the player's choice of leadership role for example: Inspiring Words, Tactics or Courage, they make an ability check: Charisma, Intelligence or Wisdom respectively (DC set by you but somewhere near 15 probably; note: They also can't use the same leadership role twice in a row). If they succeed, their unit gets advantage on their opposed roll. A nat 1 (at least) for the ability check would give disadvantage on their attack. Winning a combat moves their tracker one point closer to victory. Losing moves it one point away from victory.</p><p></p><p>If the unit manages to get to the victory line on the tracker (10 in the example range) they rout their opposition. If they reach the loss marker on the tracker their line is routed and the unit is broken. If a fellow PCs unit wins their battle they can take a round to move to assist a flagging PCs unit, the reinforcements then granting advantage on all combat rolls in future rounds. (A routed unit cannot assist another unit and is removed from the battle).</p><p></p><p>I think that would make for a fun, and relatively lightweight, battle for your PCs to play out.</p></blockquote><p></p>
[QUOTE="robus, post: 7926203, member: 6801558"] Cool. In that case I would have each player use some kind of tracker to measure how their unit is performing and each round their unit does battle with the opposing side. For example a range of 1 to 10. Start each unit at 5. Assuming that the opposing sides are relatively evenly matched the PCs actions should be what determines whether their unit has the advantage or disadvantage in their combat in each round. For example the combats would simply be a flat opposed d20 roll. (If you want to make it interesting you could give the opposition some bonus if they're an especially dangerous unit totally up to you :) ) Depending on the player's choice of leadership role for example: Inspiring Words, Tactics or Courage, they make an ability check: Charisma, Intelligence or Wisdom respectively (DC set by you but somewhere near 15 probably; note: They also can't use the same leadership role twice in a row). If they succeed, their unit gets advantage on their opposed roll. A nat 1 (at least) for the ability check would give disadvantage on their attack. Winning a combat moves their tracker one point closer to victory. Losing moves it one point away from victory. If the unit manages to get to the victory line on the tracker (10 in the example range) they rout their opposition. If they reach the loss marker on the tracker their line is routed and the unit is broken. If a fellow PCs unit wins their battle they can take a round to move to assist a flagging PCs unit, the reinforcements then granting advantage on all combat rolls in future rounds. (A routed unit cannot assist another unit and is removed from the battle). I think that would make for a fun, and relatively lightweight, battle for your PCs to play out. [/QUOTE]
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