Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
RPGs with good warband mechanics
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GMMichael" data-source="post: 9526162" data-attributes="member: 6685730"><p>Since you're designing, I'll assume you're not afraid of tinkering. You could use <a href="https://drive.proton.me/urls/BDMXB673JM#vZSzkaCpoUAy" target="_blank">Modos RPG's</a> combat module for band (or smaller) conflict just as easily as individual hero combat. Most of the conversions would just be renaming, like this:</p><p></p><table style='width: 100%'><tr><td>Standard Name</td><td>Modified Name</td><td>Note</td></tr><tr><td>Character</td><td>Unit</td><td>Units are groups of up to 10 soldiers</td></tr><tr><td>Physical Health</td><td>Strength</td><td>Health becomes how many soldiers are able or willing to fight</td></tr><tr><td>Mental/Metaphysical Health</td><td>Morale</td><td>Morale can be chipped away like strength</td></tr><tr><td>Offensive Posture</td><td>Front Line</td><td></td></tr><tr><td>Defensive Posture</td><td>Rear Line</td><td></td></tr><tr><td>Weapon</td><td>Unit Type</td><td>Spearmen, archers, mages, etc.</td></tr><tr><td>Disabled</td><td>Routed</td><td>At half strength, a unit flees or surrenders</td></tr></table><p></p><p>So the bones are already there for big battles. Instead of trying to reduce a single opponent's health, you're trying to reduce a unit's strength. The extended conflict and combat modules already account for superiority in numbers and tactical decisions (to attack, defend, or move), but you might want to tinker with these rules:</p><p></p><ul> <li data-xf-list-type="ul">Defensive damage: normally, a spearman can still attack an archer behind cover, but she's limited to one point of damage. It keeps the combat moving while rewarding the defender. If it doesn't make sense for a unit of spearmen to damage an archers unit that's way in the back, you'll want to declare that some units are immune to minimum damage at times.</li> <li data-xf-list-type="ul">Token positioning: mapping is probably more fun for big battles than theatre-of-the-mind. You'd still want an offensive "zone" for the front line, with the defensive zone on either side of it for rear lines. Units on the front line (while there is one) should be able to freely attack nearby units, but it would be reasonable to charge a movement action for moving farther than the next unit over.</li> <li data-xf-list-type="ul">Unit health: with no death rules, deciding on how much of a unit's strength is salvageable is up to the GM. However, a routed unit will not rejoin the current battle, so keep your clerics moving!</li> <li data-xf-list-type="ul">Weakened: since the battle rules focus on combat strength (in numbers), a unit with reduced strength shows it weakness by doing less damage. Any damage dice rolled by a unit with reduced (but greater than 50%) strength are lowered by one die type. </li> <li data-xf-list-type="ul">Hero bonuses: gotta have heroes! When a hero (PC) joins a unit, that unit uses the PC's character sheet while the hero is still active. Extant unit damage carries over, however: if the unit had damage prior to the PC joining, that damage carries over to the PC's sheet. If the hero falls (by 1] choosing a number between 1 and 20, and 2] an attacking unit rolls this number on its attack contest die), the hero's damage carries over to the unit's character sheet (which could rout that unit).</li> </ul><p>How would it play out? </p><p>[SPOILER="Let's try it!"]</p><p>The PCs might have a warband with a swordsmen unit, a shieldmen unit, archers, and a cavalry unit (if they're lucky). Your opponent (the GM) isn't as well prepared, but has numbers: 6 conscript units with axes. PCs roll initiative contests versus the GM's to see if any PCs have priority over GM moves. The conscripts form up and advance, and the swordsmen and shieldmen advance. The swords and shields will be easily surrounded, so they'll depend on the cavalry to harass enemy flanks. The cavalry can do this in the same way as the normal rules: being mounted costs one action, and the unit is considered defensive unless it interacts directly with another unit. </p><p></p><p>The battle starts when the conscripts move up with a four-unit front line and a two-unit quick-reaction-force behind. No actions are necessary yet - combat hasn't started. But the PC archers want to get a shot - which they can do from defensive posture, safely against the conscripts as long as their initiative contests are higher than the conscripts. Otherwise, the archers will need to wait for the conscripts to initiate, and a Con attack result might involve some arrows hitting allies (up to GM, depending on positioning and the attack result). Say the archers get the drop on the conscripts: the unit rolls for attack and damage. The conscripts can afford to defend: they outnumber the PCs. So the conscripts use an action to defend, get a Con, and assign the PC's damage (of 4, for example) to the target conscript unit, less their armor protection. Even if wearing plate armor, the conscripts must take a minimum of 1 damage to their strength due to the minimum damage rule, so progress isn't wasted. In this example, they'd take 2 damage, meaning that 2 conscripts from one of the units die, flee, or give up. If those 2 points are later miraculously removed (maybe the NPCs have their own hero unit), it indicates that 2 conscripts regain their bravery, rejoin the fight, or receive the strength of their 2 fallen comrades.</p><p></p><p>The archers use their next action to reload, and each side places their front line tokens where they want to begin combat. The four-unit-front of the conscripts can collapse around the two-unit front of the PCs on any action taken by the conscripts, since each movement involves the next closest unit. If the left flank of the conscripts wanted to end-around and sweep the right side of the PCs, it would cost an action to move.</p><p></p><p>The PCs try to stall with their shieldmen: that unit will only use actions for defense. They plan to place the swordsmen behind the shieldmen, attacking the conscripts around either side of the shieldmen. The cavalry, with its two actions remaining after applying one action to maintain its mounted status, can attack any enemy unit to which they would reasonably have access - the advantage of being horsed. Damaging the cavalry is difficult - they're hard to hit since they're usually counted as defensive, and their mobility allows them to attack the conscripts while they're either busy or out of actions, making it hard to defend against cavalry . . .</p><p></p><p>Note that this example uses only the standard Modos RPG rules, with some GM discretion for moving units into or within offensive posture.</p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="GMMichael, post: 9526162, member: 6685730"] Since you're designing, I'll assume you're not afraid of tinkering. You could use [URL='https://drive.proton.me/urls/BDMXB673JM#vZSzkaCpoUAy']Modos RPG's[/URL] combat module for band (or smaller) conflict just as easily as individual hero combat. Most of the conversions would just be renaming, like this: [TABLE] [TR] [TD]Standard Name[/TD] [TD]Modified Name[/TD] [TD]Note[/TD] [/TR] [TR] [TD]Character[/TD] [TD]Unit[/TD] [TD]Units are groups of up to 10 soldiers[/TD] [/TR] [TR] [TD]Physical Health[/TD] [TD]Strength[/TD] [TD]Health becomes how many soldiers are able or willing to fight[/TD] [/TR] [TR] [TD]Mental/Metaphysical Health[/TD] [TD]Morale[/TD] [TD]Morale can be chipped away like strength[/TD] [/TR] [TR] [TD]Offensive Posture[/TD] [TD]Front Line[/TD] [TD][/TD] [/TR] [TR] [TD]Defensive Posture[/TD] [TD]Rear Line[/TD] [TD][/TD] [/TR] [TR] [TD]Weapon[/TD] [TD]Unit Type[/TD] [TD]Spearmen, archers, mages, etc.[/TD] [/TR] [TR] [TD]Disabled[/TD] [TD]Routed[/TD] [TD]At half strength, a unit flees or surrenders[/TD] [/TR] [/TABLE] So the bones are already there for big battles. Instead of trying to reduce a single opponent's health, you're trying to reduce a unit's strength. The extended conflict and combat modules already account for superiority in numbers and tactical decisions (to attack, defend, or move), but you might want to tinker with these rules: [LIST] [*]Defensive damage: normally, a spearman can still attack an archer behind cover, but she's limited to one point of damage. It keeps the combat moving while rewarding the defender. If it doesn't make sense for a unit of spearmen to damage an archers unit that's way in the back, you'll want to declare that some units are immune to minimum damage at times. [*]Token positioning: mapping is probably more fun for big battles than theatre-of-the-mind. You'd still want an offensive "zone" for the front line, with the defensive zone on either side of it for rear lines. Units on the front line (while there is one) should be able to freely attack nearby units, but it would be reasonable to charge a movement action for moving farther than the next unit over. [*]Unit health: with no death rules, deciding on how much of a unit's strength is salvageable is up to the GM. However, a routed unit will not rejoin the current battle, so keep your clerics moving! [*]Weakened: since the battle rules focus on combat strength (in numbers), a unit with reduced strength shows it weakness by doing less damage. Any damage dice rolled by a unit with reduced (but greater than 50%) strength are lowered by one die type. [*]Hero bonuses: gotta have heroes! When a hero (PC) joins a unit, that unit uses the PC's character sheet while the hero is still active. Extant unit damage carries over, however: if the unit had damage prior to the PC joining, that damage carries over to the PC's sheet. If the hero falls (by 1] choosing a number between 1 and 20, and 2] an attacking unit rolls this number on its attack contest die), the hero's damage carries over to the unit's character sheet (which could rout that unit). [/LIST] How would it play out? [SPOILER="Let's try it!"] The PCs might have a warband with a swordsmen unit, a shieldmen unit, archers, and a cavalry unit (if they're lucky). Your opponent (the GM) isn't as well prepared, but has numbers: 6 conscript units with axes. PCs roll initiative contests versus the GM's to see if any PCs have priority over GM moves. The conscripts form up and advance, and the swordsmen and shieldmen advance. The swords and shields will be easily surrounded, so they'll depend on the cavalry to harass enemy flanks. The cavalry can do this in the same way as the normal rules: being mounted costs one action, and the unit is considered defensive unless it interacts directly with another unit. The battle starts when the conscripts move up with a four-unit front line and a two-unit quick-reaction-force behind. No actions are necessary yet - combat hasn't started. But the PC archers want to get a shot - which they can do from defensive posture, safely against the conscripts as long as their initiative contests are higher than the conscripts. Otherwise, the archers will need to wait for the conscripts to initiate, and a Con attack result might involve some arrows hitting allies (up to GM, depending on positioning and the attack result). Say the archers get the drop on the conscripts: the unit rolls for attack and damage. The conscripts can afford to defend: they outnumber the PCs. So the conscripts use an action to defend, get a Con, and assign the PC's damage (of 4, for example) to the target conscript unit, less their armor protection. Even if wearing plate armor, the conscripts must take a minimum of 1 damage to their strength due to the minimum damage rule, so progress isn't wasted. In this example, they'd take 2 damage, meaning that 2 conscripts from one of the units die, flee, or give up. If those 2 points are later miraculously removed (maybe the NPCs have their own hero unit), it indicates that 2 conscripts regain their bravery, rejoin the fight, or receive the strength of their 2 fallen comrades. The archers use their next action to reload, and each side places their front line tokens where they want to begin combat. The four-unit-front of the conscripts can collapse around the two-unit front of the PCs on any action taken by the conscripts, since each movement involves the next closest unit. If the left flank of the conscripts wanted to end-around and sweep the right side of the PCs, it would cost an action to move. The PCs try to stall with their shieldmen: that unit will only use actions for defense. They plan to place the swordsmen behind the shieldmen, attacking the conscripts around either side of the shieldmen. The cavalry, with its two actions remaining after applying one action to maintain its mounted status, can attack any enemy unit to which they would reasonably have access - the advantage of being horsed. Damaging the cavalry is difficult - they're hard to hit since they're usually counted as defensive, and their mobility allows them to attack the conscripts while they're either busy or out of actions, making it hard to defend against cavalry . . . Note that this example uses only the standard Modos RPG rules, with some GM discretion for moving units into or within offensive posture. [/SPOILER] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
RPGs with good warband mechanics
Top