Michael Morris
First Post
This is a draft of my War engine for 3.5 D&D. This is a collection of my thoughts - it isn't well planned out yet. I could use help though. I'm aiming for a good but simple combat system Romance of the Three Kingdoms style - I don't want to move hundreds (or even thousands) of minis around on the table.
War combat is conducted at a scale of 100x100 foot squares (approximately 1/2 an acre). Each miniature on the grid represents a single unit - the miniature used is typically the mini of the character in command of a unit.
A unit's physical stats are determined by it's training, but like a character it has STR, DEX and CON scores.
The mental stats of a unit are those of the commander.
A unit has 1 hit point for each hit die of it's strength.
A unit has a bonus to attack and damage rolls equal to average hit dice of the unit, round off.
A unit's damage die is it's set by it's equipment quality rating. A poorly equipped unit has a d4, fairly equipped is d6, well equipped is d8, very well is d10 and extremely well is d12. The costs of each equipping level I've yet to determine.
A unit's Armor class is the average AC of the unit.
CONDUCTING COMBAT.
Units move the same number of squares they would at skirmish scale - but here the scale of time is different - each round is taking 1 minute, not 6 seconds (I know - given 2nd edition this is ironic). A unit can move and attack, or move twice or attack twice. A unit equipped with bows may attack at range.
At the beginning of combat all the commanders roll for initiative. The feat improved Initiative doesn't apply to this roll. Further the roll is modified by CHARISMA, not dexterity. The reason is that the more forceful the personality the commander the quicker they respond to his commands.
Units roll to hit as normal. Units can't really miss - A failure to hit the armor class means the unit deals normal damage. A hit deals double damage. A critical hit only occurs in this system on a roll of 20. When a critical hit occurs no extra damage to the unit is dealt, however the commander of the unit is wounded and takes hit point damage as if struck by the unit. If a unit rolls a 1 it's attack was ineffectual unless the enemy unit is so outclassed that they could have been hit on a roll of one - in which case normal damage is dealt.
When a unit takes 25% of it's original number in casualties it must make a willpower save modified by the leader's charisma or be routed. A routed unit moves away from combat each round until the commander reestablishes control.
That's enough for now - I have other ideas on this but let's poke at this first shall we?
War combat is conducted at a scale of 100x100 foot squares (approximately 1/2 an acre). Each miniature on the grid represents a single unit - the miniature used is typically the mini of the character in command of a unit.
A unit's physical stats are determined by it's training, but like a character it has STR, DEX and CON scores.
The mental stats of a unit are those of the commander.
A unit has 1 hit point for each hit die of it's strength.
A unit has a bonus to attack and damage rolls equal to average hit dice of the unit, round off.
A unit's damage die is it's set by it's equipment quality rating. A poorly equipped unit has a d4, fairly equipped is d6, well equipped is d8, very well is d10 and extremely well is d12. The costs of each equipping level I've yet to determine.
A unit's Armor class is the average AC of the unit.
CONDUCTING COMBAT.
Units move the same number of squares they would at skirmish scale - but here the scale of time is different - each round is taking 1 minute, not 6 seconds (I know - given 2nd edition this is ironic). A unit can move and attack, or move twice or attack twice. A unit equipped with bows may attack at range.
At the beginning of combat all the commanders roll for initiative. The feat improved Initiative doesn't apply to this roll. Further the roll is modified by CHARISMA, not dexterity. The reason is that the more forceful the personality the commander the quicker they respond to his commands.
Units roll to hit as normal. Units can't really miss - A failure to hit the armor class means the unit deals normal damage. A hit deals double damage. A critical hit only occurs in this system on a roll of 20. When a critical hit occurs no extra damage to the unit is dealt, however the commander of the unit is wounded and takes hit point damage as if struck by the unit. If a unit rolls a 1 it's attack was ineffectual unless the enemy unit is so outclassed that they could have been hit on a roll of one - in which case normal damage is dealt.
When a unit takes 25% of it's original number in casualties it must make a willpower save modified by the leader's charisma or be routed. A routed unit moves away from combat each round until the commander reestablishes control.
That's enough for now - I have other ideas on this but let's poke at this first shall we?