D&D 5E (2014) Tools for Running Larger Battles Efficiently

Oh it's just that if the PCs all stay in one zone you only have to "do" one real battle while the other zones are done with quick rolls. If the PCs are involved in every zone, then each zone needs more "attention". For example in zone 2 where the party archers went after the spell casters, well those spellcasters are probably going to retaliate etc etc. Mind you, the roll can still be used to describe what is happening in the background of that zone, and even if the PCs weren't able to take the enemy spellcasters out, if said spellcasters focus on the PCs it's still helping the PCs' allies.

Have you had the chance to use this system yet? I'm saving it for potential future use :)

It has not seen play with the group yet. It might before the campaign is over.
 

log in or register to remove this ad

Oh it's just that if the PCs all stay in one zone you only have to "do" one real battle while the other zones are done with quick rolls. If the PCs are involved in every zone, then each zone needs more "attention". For example in zone 2 where the party archers went after the spell casters, well those spellcasters are probably going to retaliate etc etc. Mind you, the roll can still be used to describe what is happening in the background of that zone, and even if the PCs weren't able to take the enemy spellcasters out, if said spellcasters focus on the PCs it's still helping the PCs' allies.

Have you had the chance to use this system yet? I'm saving it for potential future use :)
my connection must be screwy
 
Last edited:

Oh it's just that if the PCs all stay in one zone you only have to "do" one real battle while the other zones are done with quick rolls. If the PCs are involved in every zone, then each zone needs more "attention". For example in zone 2 where the party archers went after the spell casters, well those spellcasters are probably going to retaliate etc etc. Mind you, the roll can still be used to describe what is happening in the background of that zone, and even if the PCs weren't able to take the enemy spellcasters out, if said spellcasters focus on the PCs it's still helping the PCs' allies.

Have you had the chance to use this system yet? I'm saving it for potential future use :)

dbl post
 


I know this is a necro, but I have used the system @ExploderWizard laid out several times now, as background battle, and adding bonuses wherever they PCs go and based on what they do.

Simple, effective, easy to mod.
Looks like a good and easy system. Do you roll out the sections with no PCs ahead of time, or does the actions of each round rolling affect things? Is the size of the groups more judgement calls and this is where the modifiers come in?
 

Looks like a good and easy system. Do you roll out the sections with no PCs ahead of time, or does the actions of each round rolling affect things? Is the size of the groups more judgement calls and this is where the modifiers come in?
Not the creator, but:

I roll for where the PCs are not, once a round, usually the end. Like you say, this lets me set up a story for the next round, so they can go charging to the "rescue" of a different zone.

Most of the time, I set up forces for the background to be fairly matched groups. This lets modifiers like PC assist, or a previously set up a strategic plan kick in and decide the battle.

There was one time I had the enemies with better equipment and out number the allies 2 to 1 or more, so allies had the -4 penalty. That gave them an indicator that they were getting overrun, so they tactically retreated with the survivors to an ancient airship and bailed.

But overall I use the modifiers by eyeballing the numbers and stats, like the ExploderWizard said. Ogres might be worth 5x as as many human guards. So 10 ogres versus 50 guards might be even? Its an art, not a science in my opinion.
 

A fairly simple way to handle large forces is to reduce the units to a single CR and have those face off. Ie 10x goblin warriors is 1200xp or CR4. So you could have it use the generic cr4 stat block from the DMG. This let's you simplify complex units (a hobgoblin with 2 bugbears and 6 goblins facing a guard captain with four elven archers and 12 human warriors) into single rolls.

I prefer to let there be some randomness and not completely story-hour. So I would pre-roll out the npc conflicts and record those rolls by turns, including damages. But do NOT have the hit points decreased round. Your players should get involved and will change the events. They will fireball the goblinoids or the paladin will grant bonus damage to the races of man.

You can fit each unit on an index card with stats in one side and rolls on another. This let's you quickly determine results and still be flexible.

Another tip is if a PC is knocked out of play, hand the player a nearby unit's card and let them roll the unit's action. If they can handle it, give them 2or 3 to make the game go faster. FYI, some players will get more of a kick being the baddies.
 



Ignore all published mass combat systems unless you enjoy adding crunch to your games.

Either treat groups of allies and enemies as huge+ creatures and give advantage to an allied Unit when a PC is leading it...

Or just run what ghe PCs are doing and treat it like a gauntlet+skill challenge.
 

Enchanted Trinkets Complete

Recent & Upcoming Releases

Remove ads

Top