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General Tabletop Discussion
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Tools for Running Larger Battles Efficiently
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<blockquote data-quote="Unwise" data-source="post: 6745045" data-attributes="member: 98008"><p>In medium scale battles:</p><p>I just look at the match ups and say that each Guard delivers 5 damage to whoever it attacks each turn, each Orc delivers 6, Archers deliver 3 or whatever. Just pick a rough number that would be their average damage and take that off each guy they target every turn.</p><p></p><p>In large scale battles:</p><p>It is all about climactic scenes. Everything between them in narrated. It is a good time to split up PCs. List the amount of important things that are happening, ask each person where they want to be. All combats start at the same turn, so everybody is playing like normal, despite the fact they are in separate encounters.</p><p></p><p>The only enemies that are put into an encounter are those that are not matched up with an ally. So you might find you can duel the death-knight one on one if all his undead minions are fighting your allies. If your troops are losing the battle, then their might be 50 enemies on the ramparts, 10 of which are free to attack the PCs. All other combatants are terrain features, nothing more. You can push past them and take 5HP damage each square you move through, just like a fire or a thorn wall. No rolling or it slows things down.</p><p></p><p>To get to each encounter, there is a set amount of damage that will be taken, reduced by a skill roll or save sometimes. E.g. Get to the enemy flag bearer = lose 20HP, nothing you can do about it. Get to a sniping position, lose 15HP athletics roll for half; hold the falling barricade in place = lose 30HP, str save or carpentry for half. This just reflects combat fatigue and unavoidable injuries off-camera.</p></blockquote><p></p>
[QUOTE="Unwise, post: 6745045, member: 98008"] In medium scale battles: I just look at the match ups and say that each Guard delivers 5 damage to whoever it attacks each turn, each Orc delivers 6, Archers deliver 3 or whatever. Just pick a rough number that would be their average damage and take that off each guy they target every turn. In large scale battles: It is all about climactic scenes. Everything between them in narrated. It is a good time to split up PCs. List the amount of important things that are happening, ask each person where they want to be. All combats start at the same turn, so everybody is playing like normal, despite the fact they are in separate encounters. The only enemies that are put into an encounter are those that are not matched up with an ally. So you might find you can duel the death-knight one on one if all his undead minions are fighting your allies. If your troops are losing the battle, then their might be 50 enemies on the ramparts, 10 of which are free to attack the PCs. All other combatants are terrain features, nothing more. You can push past them and take 5HP damage each square you move through, just like a fire or a thorn wall. No rolling or it slows things down. To get to each encounter, there is a set amount of damage that will be taken, reduced by a skill roll or save sometimes. E.g. Get to the enemy flag bearer = lose 20HP, nothing you can do about it. Get to a sniping position, lose 15HP athletics roll for half; hold the falling barricade in place = lose 30HP, str save or carpentry for half. This just reflects combat fatigue and unavoidable injuries off-camera. [/QUOTE]
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