MerakSpielman
First Post
Check it out: http://www.cheapass.com/free/games/rotgb.html
I'll post the basic rules here:
It's simple and elegent enough that I think I'll use it for the rare times such a battle will be happening in my D&D campaign.
I'll post the basic rules here:
So, your RPG has run into a situation where there's going to be some sort of large scale battle. Sure, the players can be involved in their corner of the way, but they'd really like to have some control over the whole fight. What do you do? Pull out that copy of Advanced Squad Leader and put the RPG on hold for a few years?
Well, here's a very cheapass way to simulate large battles without having to deal with maps and counters and fifteen hours per turn. Obviously, it can't cover a lot of things, but if you want more detail, get a regular wargame of some sort.
Roll Out The (Gun) Barrels (ROtGB) can handle basic combat for any era, with as many unit types allowed as you have types of dice. It uses the same basic mechanic as Button Men (TM), so if you're reading this game, you probably know how the basics work.
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Each player should have distinctive dice. If not all of one color, at least make sure everyone knows which dice belong to which player. This can get, ah, dicey when you have more than 3 or 4 players, of course.
Since you'll probably have more of these types than any other, d6s and d10s will represent whatever the "vanilla" units are. d6's are infantry, destroyers, hovercraft, whatever the genre uses for grunts. d10s represent the standard "pretty tough" unit, be they chariots, mechanized divisions or battleships. Other dice can represent other sorts of units that fill in your forces, some suggestions will be given at the end.
Your forces will consist of some number of dice of various types. By adding up the total number of sides on all your dice, you get the point value of your army. Players will usually want to have the same number of points, but need not. Determine who goes first by some random method, then have all players roll their dice.
When it is your turn, you try to destroy enemy units in one of two ways: direct assault and flanking maneuvers.
In a direct assault, pick one die of yours that shows a number greater than one die of an opponent's. Take the enemy die and put it in your scoring area, then re-roll the die you used. If you want color here, the rerolled die is invigorated by its success if the new roll is higher, and is depleted from bloody combat if the new roll is lower.
For a flanking maneuver, choose two or more of your dice whose total equals that of an enemy die. Greater than doesn't work, the total must be equal. This represents the greater finesse required in outflanking an opponent. Additionally, one of the dice used in the flanking maneuver must show a value that is at least half as large as the value shown on the die being attacked. This keeps a horde of d1's from being able to overwhelm any other target, unless that target rolled really poorly. As with a direct assault, you place the enemy unit in your scoring area, and re-roll all of your units involved in the assault.
Once you've made your attack, regardless of the type, the turn passes to the next player. Obviously, in a game with many players, the opening rounds will be very bloody as all the low-rolling dice are eliminated.
The game ends when only one player has any dice left. Total up the sides of the dice you have in your scoring area, highest total wins.
It's simple and elegent enough that I think I'll use it for the rare times such a battle will be happening in my D&D campaign.