Ruleset for empire building/military combat?

I'm looking for a ruleset for d20 that deals with the empire building and army rules, something like was in birthright.

I'm getting ready for a Widnight campaign, and though it might be useful for some fun...

Any ideas?
 

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i find most of the rules for mass combat to be long and drawn out so i came up with this:

THE QUICK AND DIRTY MASS COMBAT SYSTEM (designed for 1e but compatible with all)


a player rolls a d20 twice. if they roll a 15 or higher they re-roll. the first roll is the honor roll and the second is a glory roll. the honor roll determines survival for that round and the glory roll determines the nature of the death, if they did something really amazing on the battlefield and so on or so forth. before all this happens, the dm rolls a d20 to determine how many rounds combat lasts, and a d8 to determine victory or not. 4 or lower results in defeat, 5 or higher results in victory. 1d4 or 1d6 can be used to determine force losses, either in the tens or hundreds or (if you choose) thousands. i hope this was comprehensive enough, my players like this system alot. it moves the game along nicely and allows players to dump a character they are tired of. also, many armies have clerics, so your pals will have a chance to get you resurrected, provided they can find your body....(65 or lower on d%).
 


BroccoliRage said:
i find most of the rules for mass combat to be long and drawn out so i came up with this:

THE QUICK AND DIRTY MASS COMBAT SYSTEM (designed for 1e but compatible with all)


a player rolls a d20 twice. if they roll a 15 or higher they re-roll. the first roll is the honor roll and the second is a glory roll. the honor roll determines survival for that round and the glory roll determines the nature of the death, if they did something really amazing on the battlefield and so on or so forth. before all this happens, the dm rolls a d20 to determine how many rounds combat lasts, and a d8 to determine victory or not. 4 or lower results in defeat, 5 or higher results in victory. 1d4 or 1d6 can be used to determine force losses, either in the tens or hundreds or (if you choose) thousands. i hope this was comprehensive enough, my players like this system alot. it moves the game along nicely and allows players to dump a character they are tired of. also, many armies have clerics, so your pals will have a chance to get you resurrected, provided they can find your body....(65 or lower on d%).
So regardless of how weak of opponenets my PC is fighting there is a 70%/30% (not clear which) chance per round he'll die? Doesn't sound too good to me. And regardless of how much better trained or numerous my side or the foes side are we both stand an equal chance of winning?

I have no problem abstracting mass combat down to opposed d20 rolls plus modifiers or assigning a d% chance based on various factors for the out come of the battle (based mostly on DM fiat and what not) but I don't think a flat probability method is the way to go.
 

Aust Diamondew said:
So regardless of how weak of opponenets my PC is fighting there is a 70%/30% (not clear which) chance per round he'll die? Doesn't sound too good to me. And regardless of how much better trained or numerous my side or the foes side are we both stand an equal chance of winning?

I have no problem abstracting mass combat down to opposed d20 rolls plus modifiers or assigning a d% chance based on various factors for the out come of the battle (based mostly on DM fiat and what not) but I don't think a flat probability method is the way to go.

understandable concerns. i justified them with this:

Even the strongest warriors can be taken down when they are ganged up on.

my players really grew on this system because it makes mass combat a very dangerous undertaking, as it should be. morale checks can come in, and the percentile chance of victory eliminates game domination by players and whimsical character killing by DM's. rerolls should be allowed in certain cases, but a big enough hoard of goblins can take down any character. im sorry you dont like the system, im sure there are probably others you'll like. i thought perhaps this system would be interesting because victory is up to chance. maybe your opponents came up with such a good strategy that you couldnt take them down, or vice versa. history is full of examples like these. if you dont mind my asking, what would you do to change it? i really just watned to speed up the game and make mass combat unpredictable, as it often was when the infantry closed in medeival war campaigns. even the greatest generals had a hard time fully coordinating infantry combat. the idea is that the quick and dirty mass combat system is to be used when the infantry closes. and nothing is entirely flat, everything can be adjusted rather quickly as the DM sees fit. its also a good way to humble characters with god complexes, dungeon diving and all out war are two different things.
 

70/30? most of the time it's 50/50. and if the DM is any good hell take things into account, unless your character needs to be humbled (which is often the case.)
 

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