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<blockquote data-quote="grimmgoose" data-source="post: 9311339" data-attributes="member: 7042183"><p>If you aren’t interested in switching systems, I don’t have much to offer. I can say that I was wholly unimpressed with WOTC’s attempt (and judging by the fact that it never made it to print, I imagine they weren’t happy either).</p><p></p><p>I created my own homebrew system that mixes player interaction and reliable (or at least, somewhat predictable) math.</p><p></p><p>The basic premise is that it’s tic-tac-toe (yes, I’m serious). Each “zone” is an encounter, and each encounter is made up of enemies (set to a Hard CR encounter), terrain, and specific win/loss conditions.</p><p></p><p>The Battle Round consists of:</p><ol> <li data-xf-list-type="ol"><strong>Player Phase</strong>. The players can choose what zone(s) they want to directly intervene in (they can split up, but the Encounter Difficulty doesn’t change). You throw down a map and have a battle. If they win, draw a circle. If they lose, draw an X.</li> <li data-xf-list-type="ol"><strong>Battle Rolls</strong>. Once the PCs have resolved their encounters, each zone will resolve with a single 2d6 roll (the players roll):<ol> <li data-xf-list-type="ol">1-3: Critical Failure (the zone is won by the enemy)</li> <li data-xf-list-type="ol">4-6: Failure (the zone is <em>crumbling</em>, and the next Battle Roll for this zone will be made at a -1; this modifier stacks)</li> <li data-xf-list-type="ol">7-9: Success (the zone is <em>advancing</em>, and the next Battle Roll for this zone will be made at a +1; this modifier stacks).</li> <li data-xf-list-type="ol">10+: Critical Success (the zone has been won by allied forces).</li> </ol></li> </ol><p></p><p>Get three in a row (like tic-tac-toe) and the players win a heroic victory. If you can’t get three in a row, you count the number of zones each side has won - the side with the most “wins” the battle, but takes heavy losses.</p><p></p><p>It sounds dumb, but having done it four times, it’s been a smash hit every time. The players get to participate, the dice make things exciting (but the 2d6 roll is easier to rely upon compared to 1d20), and the resource loss automatically creates tension.</p><p></p><p>There’s more advanced stuff you can do - like Assets for each side (an elite cavalry unit that the players recruited grants them a +1 on a Zone, for example). I know it’s not exactly what you were asking for, but it’s worked great for me!</p></blockquote><p></p>
[QUOTE="grimmgoose, post: 9311339, member: 7042183"] If you aren’t interested in switching systems, I don’t have much to offer. I can say that I was wholly unimpressed with WOTC’s attempt (and judging by the fact that it never made it to print, I imagine they weren’t happy either). I created my own homebrew system that mixes player interaction and reliable (or at least, somewhat predictable) math. The basic premise is that it’s tic-tac-toe (yes, I’m serious). Each “zone” is an encounter, and each encounter is made up of enemies (set to a Hard CR encounter), terrain, and specific win/loss conditions. The Battle Round consists of: [LIST=1] [*][B]Player Phase[/B]. The players can choose what zone(s) they want to directly intervene in (they can split up, but the Encounter Difficulty doesn’t change). You throw down a map and have a battle. If they win, draw a circle. If they lose, draw an X. [*][B]Battle Rolls[/B]. Once the PCs have resolved their encounters, each zone will resolve with a single 2d6 roll (the players roll): [LIST=1] [*]1-3: Critical Failure (the zone is won by the enemy) [*]4-6: Failure (the zone is [I]crumbling[/I], and the next Battle Roll for this zone will be made at a -1; this modifier stacks) [*]7-9: Success (the zone is [I]advancing[/I], and the next Battle Roll for this zone will be made at a +1; this modifier stacks). [*]10+: Critical Success (the zone has been won by allied forces). [/LIST] [/LIST] Get three in a row (like tic-tac-toe) and the players win a heroic victory. If you can’t get three in a row, you count the number of zones each side has won - the side with the most “wins” the battle, but takes heavy losses. It sounds dumb, but having done it four times, it’s been a smash hit every time. The players get to participate, the dice make things exciting (but the 2d6 roll is easier to rely upon compared to 1d20), and the resource loss automatically creates tension. There’s more advanced stuff you can do - like Assets for each side (an elite cavalry unit that the players recruited grants them a +1 on a Zone, for example). I know it’s not exactly what you were asking for, but it’s worked great for me! [/QUOTE]
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