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General Tabletop Discussion
*Dungeons & Dragons
Unearthed Arcana - Mass Combat Rules
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<blockquote data-quote="Li Shenron" data-source="post: 6548290" data-attributes="member: 1465"><p>It's not a nerf, it's a different system of rules that apply to all participants.</p><p></p><p>Narratively it can be justified by imagining that the a very large battle makes it impossible to act once per 6 seconds. You need to move around a lot in the midst of chaos just to follow your target, you need to keep your defenses up, can't think normally when you have potentially hundreds of threats around you, and you're getting much more tired.</p><p></p><p>Furthermore, IIRC with each casting of a spell the Wizard will affect a whole stand, so instead of casting 10 spells on 10 targets in 10 consecutive rounds, you cast 1 spell on 10 targets in a single mega-round of the same length. So you actually get a benefit of achieving a lot more than usual with that spell... This also means the Wizard won't run out of spell quickly at the beginning of the battle. Certainly, some spells that already have a large-area effect may overall be less good than usual, while other spells will be better.</p><p></p><p>Anyway the whole point of this system is being able to run a battle with e.g. 100 participants without dying of boredom while rolling 100 attacks or ST per round. But you can still do that, if you want absolute consistency between the rules of small-scale and large-scale battles. The problem is that things just can't be made to work exactly the same, so one way or the other the large-scale system will have some odd inconsistencies with the regular combat rules.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6548290, member: 1465"] It's not a nerf, it's a different system of rules that apply to all participants. Narratively it can be justified by imagining that the a very large battle makes it impossible to act once per 6 seconds. You need to move around a lot in the midst of chaos just to follow your target, you need to keep your defenses up, can't think normally when you have potentially hundreds of threats around you, and you're getting much more tired. Furthermore, IIRC with each casting of a spell the Wizard will affect a whole stand, so instead of casting 10 spells on 10 targets in 10 consecutive rounds, you cast 1 spell on 10 targets in a single mega-round of the same length. So you actually get a benefit of achieving a lot more than usual with that spell... This also means the Wizard won't run out of spell quickly at the beginning of the battle. Certainly, some spells that already have a large-area effect may overall be less good than usual, while other spells will be better. Anyway the whole point of this system is being able to run a battle with e.g. 100 participants without dying of boredom while rolling 100 attacks or ST per round. But you can still do that, if you want absolute consistency between the rules of small-scale and large-scale battles. The problem is that things just can't be made to work exactly the same, so one way or the other the large-scale system will have some odd inconsistencies with the regular combat rules. [/QUOTE]
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