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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Running Mass Combat
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="RandomPrecision" data-source="post: 2245537" data-attributes="member: 29267"><p>I'm always looking for different mass combat rules...I'll have to look at the ones mentioned above.</p><p></p><p>The random mass combat method of the minute that I thought of is similar to the Battlefield series of computer games, if anyone here is familiar with the concept. Making modifications to adapt it to D&D, the battleground can have several pivotal points that either belong to a particular faction or lie contested between the sides in the conflict. Both sides have many troops, but only some of them are actually present in the battle (how many should be adjusted per different battles). New troops will constantly be entering the battle to replace that fallen, entering at friendly control points.</p><p></p><p>Control points that have friendly and enemy units are contested, and no one can enter the battle there until the fight for that point is resolved. In a head-on battle, if one side controls a majority of the control points, the other side will take casualties, depleting their reserve of troops (again, how many should be based on the size of the armies, among other factors, at the DM's discretion). Optionally, both sides can have a base, a control point that cannot be captured by the other side. Assaults and sieges should start with all control points controlled by the defender, causing the defender to take casualties at a slow rate. If the attacker takes every control point, the defender takes casualties at a rapid rate.</p><p></p><p>Something present only in this D&D conversion is the possibility of more than two armies. This wouldn't require anything different, save that if one side controlled a majority of control points, both opposing sides should take casualties.</p><p></p><p>This system, while it probably won't widely be considered an appropriate system for D&D mass combat, it eliminates the need for maneuvers that add global modifiers, or other bonuses that are difficult to fit into an equation by breaking the battle down into manageable bits. The description can include the armies in their full numbers raging across the battlefield, but the fights for the pivotal points of the field will determine the ultimate result.</p></blockquote><p></p>
[QUOTE="RandomPrecision, post: 2245537, member: 29267"] I'm always looking for different mass combat rules...I'll have to look at the ones mentioned above. The random mass combat method of the minute that I thought of is similar to the Battlefield series of computer games, if anyone here is familiar with the concept. Making modifications to adapt it to D&D, the battleground can have several pivotal points that either belong to a particular faction or lie contested between the sides in the conflict. Both sides have many troops, but only some of them are actually present in the battle (how many should be adjusted per different battles). New troops will constantly be entering the battle to replace that fallen, entering at friendly control points. Control points that have friendly and enemy units are contested, and no one can enter the battle there until the fight for that point is resolved. In a head-on battle, if one side controls a majority of the control points, the other side will take casualties, depleting their reserve of troops (again, how many should be based on the size of the armies, among other factors, at the DM's discretion). Optionally, both sides can have a base, a control point that cannot be captured by the other side. Assaults and sieges should start with all control points controlled by the defender, causing the defender to take casualties at a slow rate. If the attacker takes every control point, the defender takes casualties at a rapid rate. Something present only in this D&D conversion is the possibility of more than two armies. This wouldn't require anything different, save that if one side controlled a majority of control points, both opposing sides should take casualties. This system, while it probably won't widely be considered an appropriate system for D&D mass combat, it eliminates the need for maneuvers that add global modifiers, or other bonuses that are difficult to fit into an equation by breaking the battle down into manageable bits. The description can include the armies in their full numbers raging across the battlefield, but the fights for the pivotal points of the field will determine the ultimate result. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Running Mass Combat
Top