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Wars, Forts, and Nations, oh my!
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<blockquote data-quote="SylverFlame" data-source="post: 523690" data-attributes="member: 8423"><p>I use to do a LOT of pitched battle when I DM'd in 2e. The absolute easiest way to do it is to treat each army as if it was a massive character.</p><p></p><p>Essentially, you give them each an AC (based on the ability or soldiers) which can be 10+ average soldier level.</p><p></p><p>Next, they need an attack bonus (3e requires it, but the average level and using the fighter table should work).</p><p></p><p>Then, hit points. Simple, the number of soldiers in the army are the hit points.</p><p></p><p>Next, the hard part. A suitable damage die. I just assumed a D20 and multiplied by ten for large armies and 100 for huge armies.</p><p></p><p>The armies pound away at one attack per round and you throw soldiers and such at your players. You can even add bonus damage for having battle wizards and archer ranks. The reserves can be like healing potions and cavalry can add to attack and damage (specialization rules maybe?).</p><p></p><p>Of course, for really important battles, chance isn't a good thing. But if it's a generic battle in a long war, this works great. It's four extra rolls (if both sides hit) per combat round and works off the existing system.</p></blockquote><p></p>
[QUOTE="SylverFlame, post: 523690, member: 8423"] I use to do a LOT of pitched battle when I DM'd in 2e. The absolute easiest way to do it is to treat each army as if it was a massive character. Essentially, you give them each an AC (based on the ability or soldiers) which can be 10+ average soldier level. Next, they need an attack bonus (3e requires it, but the average level and using the fighter table should work). Then, hit points. Simple, the number of soldiers in the army are the hit points. Next, the hard part. A suitable damage die. I just assumed a D20 and multiplied by ten for large armies and 100 for huge armies. The armies pound away at one attack per round and you throw soldiers and such at your players. You can even add bonus damage for having battle wizards and archer ranks. The reserves can be like healing potions and cavalry can add to attack and damage (specialization rules maybe?). Of course, for really important battles, chance isn't a good thing. But if it's a generic battle in a long war, this works great. It's four extra rolls (if both sides hit) per combat round and works off the existing system. [/QUOTE]
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