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<blockquote data-quote="Zadmar" data-source="post: 6251221" data-attributes="member: 6700109"><p>Something that really hasn't converted very well is the units of 20 troops. In theory they could be treated like swarms, but I think this is one of the situations where a direct conversion isn't going be appropriate.</p><p></p><p>Savage Worlds was originally based on a tabletop wargame, and it's exceptionally good at handling big battles with lots of individuals (in fact it handles such battles far better than combat against a single opponent - individual monsters tend to die very quickly).</p><p></p><p>However characters in Savage Worlds don't scale in power in the same way as D&D. You'd normally have perhaps 2-4 enemy Extras per PC, perhaps with a Wild Card boss; a unit of 20 soldiers would usually be a decent challenge for a party of 5 or 6 PCs.</p><p></p><p>In some cases this is fairly easy to convert - for example when facing multiple waves of palace guards, instead of each waving consisting of a single unit representing 20 guards, each wave might consist of 1-2 guards per PC. Players should be able to chop through each wave fairly fast, although with Savage Worlds there's always the risk of death, even from relatively weak foes, so it won't be necessary to convert the "filler" encounters used in D&D to wear down PC resources.</p><p></p><p>But for the big battles it's going to be problematic. I can see two ways of handling it. The first would be to focus the attention on one part of the battlefield, as a series of smaller battles. The number of opponents could also be buffed by providing the players with allied NPCs under their control (this is another common approach in Savage Worlds), however I wouldn't recommend dealing with more than about a hundred individual troops, otherwise even Savage Worlds will start to slow down.</p><p></p><p>The second approach would be to use the mass battle rules from the core rulebook. These are very fast, but also quite abstract. What I may personally do is use a mixture of both approaches, using the mass battle rules to get things started, then turn the end of it into a big combat scene with dozens of individual troops.</p><p></p><p>Note that the "Archery Volleys" should probably use the rules for Suppressive Fire - 20 individual archers focusing on a single PC will usually result in a dead PC, no matter how powerful they are.</p></blockquote><p></p>
[QUOTE="Zadmar, post: 6251221, member: 6700109"] Something that really hasn't converted very well is the units of 20 troops. In theory they could be treated like swarms, but I think this is one of the situations where a direct conversion isn't going be appropriate. Savage Worlds was originally based on a tabletop wargame, and it's exceptionally good at handling big battles with lots of individuals (in fact it handles such battles far better than combat against a single opponent - individual monsters tend to die very quickly). However characters in Savage Worlds don't scale in power in the same way as D&D. You'd normally have perhaps 2-4 enemy Extras per PC, perhaps with a Wild Card boss; a unit of 20 soldiers would usually be a decent challenge for a party of 5 or 6 PCs. In some cases this is fairly easy to convert - for example when facing multiple waves of palace guards, instead of each waving consisting of a single unit representing 20 guards, each wave might consist of 1-2 guards per PC. Players should be able to chop through each wave fairly fast, although with Savage Worlds there's always the risk of death, even from relatively weak foes, so it won't be necessary to convert the "filler" encounters used in D&D to wear down PC resources. But for the big battles it's going to be problematic. I can see two ways of handling it. The first would be to focus the attention on one part of the battlefield, as a series of smaller battles. The number of opponents could also be buffed by providing the players with allied NPCs under their control (this is another common approach in Savage Worlds), however I wouldn't recommend dealing with more than about a hundred individual troops, otherwise even Savage Worlds will start to slow down. The second approach would be to use the mass battle rules from the core rulebook. These are very fast, but also quite abstract. What I may personally do is use a mixture of both approaches, using the mass battle rules to get things started, then turn the end of it into a big combat scene with dozens of individual troops. Note that the "Archery Volleys" should probably use the rules for Suppressive Fire - 20 individual archers focusing on a single PC will usually result in a dead PC, no matter how powerful they are. [/QUOTE]
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