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General Tabletop Discussion
*TTRPGs General
what do you want in a mass combat system?
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<blockquote data-quote="Agback" data-source="post: 252031" data-attributes="member: 5328"><p>G'day</p><p></p><p>Sometimes PCs in my campaigns go into battle as soldiers, and then sometimes in the front rank of a phalanx, and sometimes as Homeric-ish heroes in the mêlée.</p><p></p><p>Sometimes my PCs raise troops from among their neighbours and tenants, and go into battle as subordinate unit commanders with or without a duty to fight as heroes. And sometimes they have formed elite units and given them special training, and lead those inot battles as subordinate unit commanders.</p><p></p><p>Only rarely do my PCs go into battle as commanding generals.</p><p></p><p>So what I <strong>don't</strong> want is a tactical wargame. I don't want to have to make tactical decisions that determine the outcome of the battle, and I don't want my players to have to make such. So I want a system in which the tactical ability of the characters, not the tactical ability of the players and myself, influence the outcome.</p><p></p><p>Player characters aren't <em>always</em> the kind who turn the tide of battle by feats of individual heroism. But often enough they are, so I would like a system that was capable of taking this into account.</p><p></p><p>The battle system in <em>Bushido</em> was pretty good, in that it depended on the generalship of the character rather than that of the player, and was good at generating dramatic situations in which a charactes might find himself or herself. But it had a few little problems of detail in the execution (eg. behaving cautiously was not in fact safer than behaving boldly, and past a fairly modest odds ratio there was absolutely no chance of the smaller side prevailing, no matter how brilliant their generalship). Also, it lacked a mechanism be which the heroic accomplishments of the PCs could influence the tide of battle.</p><p></p><p>Regards,</p><p></p><p></p><p>Agback</p></blockquote><p></p>
[QUOTE="Agback, post: 252031, member: 5328"] G'day Sometimes PCs in my campaigns go into battle as soldiers, and then sometimes in the front rank of a phalanx, and sometimes as Homeric-ish heroes in the mêlée. Sometimes my PCs raise troops from among their neighbours and tenants, and go into battle as subordinate unit commanders with or without a duty to fight as heroes. And sometimes they have formed elite units and given them special training, and lead those inot battles as subordinate unit commanders. Only rarely do my PCs go into battle as commanding generals. So what I [B]don't[/B] want is a tactical wargame. I don't want to have to make tactical decisions that determine the outcome of the battle, and I don't want my players to have to make such. So I want a system in which the tactical ability of the characters, not the tactical ability of the players and myself, influence the outcome. Player characters aren't [I]always[/I] the kind who turn the tide of battle by feats of individual heroism. But often enough they are, so I would like a system that was capable of taking this into account. The battle system in [I]Bushido[/I] was pretty good, in that it depended on the generalship of the character rather than that of the player, and was good at generating dramatic situations in which a charactes might find himself or herself. But it had a few little problems of detail in the execution (eg. behaving cautiously was not in fact safer than behaving boldly, and past a fairly modest odds ratio there was absolutely no chance of the smaller side prevailing, no matter how brilliant their generalship). Also, it lacked a mechanism be which the heroic accomplishments of the PCs could influence the tide of battle. Regards, Agback [/QUOTE]
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