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Simplified mass combat rules
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<blockquote data-quote="takasi" data-source="post: 2118086" data-attributes="member: 20194"><p>Hmmm, here's a method that's a little more "d20"-esque:</p><p></p><p>First, calculate the EL of the army using this formula; it's loosely based on the DMG rules:</p><p></p><p>EL=CR+2(log2<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite23" alt="(n)" title="Thumbs down (n)" loading="lazy" data-shortname="(n)" />)</p><p></p><p>Where n = number of units</p><p></p><p>For example, let's try 1000 orcs that are first level fighters (CR1). We can estimate that log2(1000) is 10. The total EL is then 21.</p><p></p><p>Now for the very simplified set of mass combat rules.</p><p></p><p>EL is your army's HP and combat result modifier. Instead of attack bonus and AC, each army makes opposed EL rolls and subtracts the difference from the loser's HP. </p><p></p><p>When adding 2 or more ELs together, you increase the EL by 1 for every two ELs that within one EL of each other. For example, adding these 2 ELs:</p><p></p><p>1000 Bugbears (3+2(log2(1000)=10) = EL 23)</p><p>2000 1st level Goblin Warriors (1/4+2(log2(2000)=11) = EL 22)</p><p></p><p>Would result in an EL of 24.</p><p></p><p>Here is an army of 3 ELs:</p><p>500 4th level Warforged Fighters (4+2(log2(500)=9) = EL 22)</p><p>4000 First Level Human Fighters (1+2(log2(4000)=12) = EL 25)</p><p>1000 Zombies (2+2(log2(1000)=10) = EL 22)</p><p></p><p>In this case, the 2 EL 22's add up to an EL 23, but that's not within an EL of the first level human fighters so the EL remains at 25.</p><p></p><p>Let's try some more exotic equations:</p><p></p><p>Demons</p><p>2 Balors (CR 20) (20+2(log2(2)=1) = EL 22)</p><p>50 Hezrous (CR 11) (11+2(log2(50)=6) = EL 23)</p><p>150 Vrocks (CR 9) (9+2(log2(150)=7) = EL 23)</p><p>1000 Dretches (CR 2) (2+2(log2(1000)=10) = EL 22)</p><p>Total EL = 25 (22+22)+(23+23)</p><p></p><p>Devils</p><p>4 Pit Fiends (CR 20) (20+2(log2(4)=2) = EL 24)</p><p>15 Cornugons (CR 16) (16+2(log2(15)=4) = EL 24)</p><p>1000 Bearded Devils (CR 5) (5+2(log2(1000)=10) = EL 25)</p><p>Total EL = 26 (24+24)+25</p><p></p><p>Let's add a third party to the mix:</p><p></p><p>Humans</p><p>30 13th Level Fighters (CR 10) (13+2(log2(30)=5) = EL 23)</p><p>5000 1st Level Warriors (CR 1/2) (1/2+2(log2(5000)=12) = EL 24)</p><p>Total EL = 25 (23+24)</p><p></p><p>When more than one army fights, have each army do opposing combat rolls for each army they choose to engage with. </p><p></p><p>For example,</p><p></p><p>Round 1:</p><p>Demons (13+25=38) vs Devils (9+26=35)</p><p>Devils take 3 damage (23/26)</p><p>Demons (7+25=32) vs Humans (14+25=39)</p><p>Demons take 7 damage</p><p>Devils (10+26=43) vs Humans (1+25=26)</p><p>Humans take 11 damage</p><p></p><p>Since this is abstract and simplified, damage does not change the combat result modifier; the humans still get +25 on their next roll even though they were pounded in round 1. </p><p></p><p>Only losing armies may retreat. Retreat or victory results in the end of battle. At the end of battle the combat result modifier is now equal to your army's remaining HP. Reduce units from your previous army until they match the new EL.</p><p></p><p>For example, let's say the humans retreat. Their new EL is 13. You can either have a single 13th level fighter escape or you could have about 70 or so warriors survive the slaughter.</p><p></p><p>What does everyone think? This method leaves a lot of the battle up to luck. For more strategy you could add circumstance bonuses; +5 for home turf, +3 for higher ground, etc. You could also add morale modifiers for every successful round of combat.</p><p></p><p>Also, to make it a little more fair, you could allow armies to take 10 on combat rolls. This prevents the 70 warriors from coming back and somehow defeating 1000's of outsiders with a lucky roll.</p></blockquote><p></p>
[QUOTE="takasi, post: 2118086, member: 20194"] Hmmm, here's a method that's a little more "d20"-esque: First, calculate the EL of the army using this formula; it's loosely based on the DMG rules: EL=CR+2(log2(n)) Where n = number of units For example, let's try 1000 orcs that are first level fighters (CR1). We can estimate that log2(1000) is 10. The total EL is then 21. Now for the very simplified set of mass combat rules. EL is your army's HP and combat result modifier. Instead of attack bonus and AC, each army makes opposed EL rolls and subtracts the difference from the loser's HP. When adding 2 or more ELs together, you increase the EL by 1 for every two ELs that within one EL of each other. For example, adding these 2 ELs: 1000 Bugbears (3+2(log2(1000)=10) = EL 23) 2000 1st level Goblin Warriors (1/4+2(log2(2000)=11) = EL 22) Would result in an EL of 24. Here is an army of 3 ELs: 500 4th level Warforged Fighters (4+2(log2(500)=9) = EL 22) 4000 First Level Human Fighters (1+2(log2(4000)=12) = EL 25) 1000 Zombies (2+2(log2(1000)=10) = EL 22) In this case, the 2 EL 22's add up to an EL 23, but that's not within an EL of the first level human fighters so the EL remains at 25. Let's try some more exotic equations: Demons 2 Balors (CR 20) (20+2(log2(2)=1) = EL 22) 50 Hezrous (CR 11) (11+2(log2(50)=6) = EL 23) 150 Vrocks (CR 9) (9+2(log2(150)=7) = EL 23) 1000 Dretches (CR 2) (2+2(log2(1000)=10) = EL 22) Total EL = 25 (22+22)+(23+23) Devils 4 Pit Fiends (CR 20) (20+2(log2(4)=2) = EL 24) 15 Cornugons (CR 16) (16+2(log2(15)=4) = EL 24) 1000 Bearded Devils (CR 5) (5+2(log2(1000)=10) = EL 25) Total EL = 26 (24+24)+25 Let's add a third party to the mix: Humans 30 13th Level Fighters (CR 10) (13+2(log2(30)=5) = EL 23) 5000 1st Level Warriors (CR 1/2) (1/2+2(log2(5000)=12) = EL 24) Total EL = 25 (23+24) When more than one army fights, have each army do opposing combat rolls for each army they choose to engage with. For example, Round 1: Demons (13+25=38) vs Devils (9+26=35) Devils take 3 damage (23/26) Demons (7+25=32) vs Humans (14+25=39) Demons take 7 damage Devils (10+26=43) vs Humans (1+25=26) Humans take 11 damage Since this is abstract and simplified, damage does not change the combat result modifier; the humans still get +25 on their next roll even though they were pounded in round 1. Only losing armies may retreat. Retreat or victory results in the end of battle. At the end of battle the combat result modifier is now equal to your army's remaining HP. Reduce units from your previous army until they match the new EL. For example, let's say the humans retreat. Their new EL is 13. You can either have a single 13th level fighter escape or you could have about 70 or so warriors survive the slaughter. What does everyone think? This method leaves a lot of the battle up to luck. For more strategy you could add circumstance bonuses; +5 for home turf, +3 for higher ground, etc. You could also add morale modifiers for every successful round of combat. Also, to make it a little more fair, you could allow armies to take 10 on combat rolls. This prevents the 70 warriors from coming back and somehow defeating 1000's of outsiders with a lucky roll. [/QUOTE]
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