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| #1TheOneWhoCallCrowJan 12, 2012 21:05:25 | I want to run a campaign where players run a nation. They can still adventure, but at the same time handling their nation affairs. I want the system to run like risk, civilization, total war, etc. They can manage resources, build war machines, and make diplomacy with other nations. I can handle the economic part, it's just the combat part. If you do suggest an interesting economy system, I'm all ears. Here some rules for the system I want. 1. NO ATTACK ROLL: A squad is not going to miss all of it's attacks. 2. Group Battles: All units must be in groups to make combat shorter. 3. Fatigue: There got to be a fatigue system, because a unit can't fight forever. How complex the system have to be? Here a few hints. 1. Supply lines: Armies need a supply line to feed them food and ammo. 2. Moral: Not all units are fearless. A militia is not going to fight as brave as a knight. 3. Generals: There have to be a way for players to influence the battle. So any suggestion? Doesn't matter what edition, I'll translate it. Hopefully this thread will be used for future reference. |
| #2TheOneWhoCallCrowJan 14, 2012 20:25:41 | Here my mass battle system. It comes in different sizes. Each square is 20 feet. Max troop in each square is 16. Now for bigger battles just double the square and troop. These troops together form a unit. A 16 men unit is size 1. Solution for the no attack roll We still use the attack bonus and AC. For every point that AB is under AC, the attacking army loses 4 damage times it's size. Damage Melee: average damage times 4 times it's size. Range: average damage times 8 times it's size. Morale and Health A unit health is it's combine hit points. If the average soldier have 8 hit points and the whole unit took 24 damage, then that unit lose 3 men. When a unit lose half it's men, it only do half damage and must succeed a will save or flee. Army will is 10 plus it's wisdom bonus plus it's commander charisma plus any bonus against fear vs fear plus 5. When a unit lose 3/4 of it's men, it only do 1/4 of damage and fear check is plus 10. Fatigue Every unit have fatigue points that equal to it's Con bonus plus 1. You lose fatigue points when your unit makes a melee attack or run. Once fatigue reach -1, it lost -2 AB and AC. Once fatigue reach -4, it lose -6 AB and -6 AC and can't recover fatigue points until end of battle. A unit recover one fatigue points if it takes no actions. Edit: Moving up hill makes the unit lose one fatigue point. General roles in battle from where he is in the unit and his actions. Front: He gives +2 attack bonus to the unit and take half of the melee damage dealt to the unit. Middle: He gives +2 bonus against fear, because he can rally better. Back: he gives +2 bonus to initiative, because he can commander better. Depending on where the commander/general is, he could use his action but you might need help with the DM on how to resolve it. Well there the list. Edit: For ruling |
| #3TheOneWhoCallCrowJan 15, 2012 13:59:28 | Now for the economy part. If an average peasent make one silver piece per day, with the 10% tax, then you earn one copper piece. So in one month you will earn 3 sp per peasent per month. So 5000 people in the city equal 15000 sp which equal 1500 gp. Each soldier upkeep is 6gp per month, you also have to give them equipment. With the combine wealth of your party and the taxes, you should be able to make a decent army. If you got other suggestion for economy in a risk type war campaign, I'm all ears. |
| #4mathius78Jan 17, 2012 0:59:56 | The mass combats do not have system yet but Plusgen wrote this.Your kingdom awaits!Mathius |