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Simple Mass Combat System
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<blockquote data-quote="Saagael" data-source="post: 5829838" data-attributes="member: 84839"><p>This is good, keep poking holes; it makes me think! </p><p></p><p>Right now I've got a solid idea for how I want this to run. I could use minion swarms, but even then you've got the PCs vs about 100 minions, and that's going to take a while.</p><p></p><p>Right now I've got the whole prep part of the encounter done. Players can train troops in different areas, and the type of troop they train confers small advantages in combat. Here is what I've got:</p><p></p><ul> <li data-xf-list-type="ul">Soldiers: Win all ties in combat.</li> <li data-xf-list-type="ul">Archers: Attack and assist in combat at range. Penalty to attack rolls in melee combat</li> <li data-xf-list-type="ul">Skirmishers: Can move a second time after resolving combats</li> <li data-xf-list-type="ul">Casters: Can attack and assist at short range. Rolls combat dice before all enemy non-casters (Like First Strike from M:tG).</li> <li data-xf-list-type="ul">Combat medics: Adjacent allied squads that are destroyed roll a saving throw. On success, the squad remains.</li> </ul><p></p><p>Enemy squads will have similar "classes" with their own small bonuses. The next big part of the system is the PC's involvement. They're a hero unit, and in combat can attach themselves to a specific squad. Then, at any time during their turn (movement or combat resolution), the player can use a skill check to augment the squads' actions. </p><p></p><p>For example, at the start of combat, the warlord can use History to recall and utilize old tactics, allowing a nearby squad that's not in combat to move into combat with him and his squad. Or the Warden could use Endurance to take the brunt of the enemy squad's attack, allowing his forces to survive whey they would normally have taken a hit and been destroyed. Perhaps the monk uses Stealth to his his troop so that any enemy moving nearby will be ambushed.</p><p></p><p>The uses for skill are only limited by the players' creativity, and can be used for whatever the characters might want.</p></blockquote><p></p>
[QUOTE="Saagael, post: 5829838, member: 84839"] This is good, keep poking holes; it makes me think! Right now I've got a solid idea for how I want this to run. I could use minion swarms, but even then you've got the PCs vs about 100 minions, and that's going to take a while. Right now I've got the whole prep part of the encounter done. Players can train troops in different areas, and the type of troop they train confers small advantages in combat. Here is what I've got: [LIST] [*]Soldiers: Win all ties in combat. [*]Archers: Attack and assist in combat at range. Penalty to attack rolls in melee combat [*]Skirmishers: Can move a second time after resolving combats [*]Casters: Can attack and assist at short range. Rolls combat dice before all enemy non-casters (Like First Strike from M:tG). [*]Combat medics: Adjacent allied squads that are destroyed roll a saving throw. On success, the squad remains. [/LIST] Enemy squads will have similar "classes" with their own small bonuses. The next big part of the system is the PC's involvement. They're a hero unit, and in combat can attach themselves to a specific squad. Then, at any time during their turn (movement or combat resolution), the player can use a skill check to augment the squads' actions. For example, at the start of combat, the warlord can use History to recall and utilize old tactics, allowing a nearby squad that's not in combat to move into combat with him and his squad. Or the Warden could use Endurance to take the brunt of the enemy squad's attack, allowing his forces to survive whey they would normally have taken a hit and been destroyed. Perhaps the monk uses Stealth to his his troop so that any enemy moving nearby will be ambushed. The uses for skill are only limited by the players' creativity, and can be used for whatever the characters might want. [/QUOTE]
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