Yenrak
Explorer
The basic rule is this: it's a straight roll of a D20 for each side. Whoever rolls higher, is winning the battle.
The side that lost the round must "save" by making a morale check. It starts at 5 plus however much they lost the first round by. The second loss it goes to 10. The third it goes to 15. And so on.
When you lose your morale check, you lose the battle.
You can break this down further by doing it unit by unit. Or keep it simple and have the rolls apply to entire armies.
We can make this slightly more complex by allowing each player to control a unit. It doesn't matter how big or small the unit is. They're always fighting against the same size unit. It could be 5 vs. 5 or 5000 vs. 5000.
The player characters get to make an attack against an enemy. We'll make that enemy be a commander of the opposite unit. (Note: this is just a mechanic. The players don't necessarily have to be attacking an individual commander. It's just how we resolve how the player's attack works or doesn't work). Pick an enemy from the Monster Manual. If the player's attack succeeds against the enemy, their side gets advantage on the D20 roll for combat. (If you want the other side to have heroes, you can have them attack the players. If this attack works, they also get advantage.)
Should we have healers? Sure. A healer in charge of a unit can reduce the morale climb by 5 instead of attacking.
That's it. Super simple.
What do you think?
The side that lost the round must "save" by making a morale check. It starts at 5 plus however much they lost the first round by. The second loss it goes to 10. The third it goes to 15. And so on.
When you lose your morale check, you lose the battle.
You can break this down further by doing it unit by unit. Or keep it simple and have the rolls apply to entire armies.
We can make this slightly more complex by allowing each player to control a unit. It doesn't matter how big or small the unit is. They're always fighting against the same size unit. It could be 5 vs. 5 or 5000 vs. 5000.
The player characters get to make an attack against an enemy. We'll make that enemy be a commander of the opposite unit. (Note: this is just a mechanic. The players don't necessarily have to be attacking an individual commander. It's just how we resolve how the player's attack works or doesn't work). Pick an enemy from the Monster Manual. If the player's attack succeeds against the enemy, their side gets advantage on the D20 roll for combat. (If you want the other side to have heroes, you can have them attack the players. If this attack works, they also get advantage.)
Should we have healers? Sure. A healer in charge of a unit can reduce the morale climb by 5 instead of attacking.
That's it. Super simple.
What do you think?