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貌似是个好物
« 于: 2014-12-27, 周六 07:04:58 »
[aGoT] Mass Combat, heavily inspired by Pendragon
The following system is, as of yet, untested and hasn't been reviewed by my probally-GM for the upcoming Game of Thrones game. I plan on running a mock combat with it later today, to measure the results and get a feeling for flow- but I just finished, and now need to get food. 

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A Storm of Swords in Westeros- Mass Combat for a Game of Thrones RPG (inspired heavily by the Mass Combat rules of the PenDragon RPG)

I. Drawing the Lines
A. Army Positions
a. Commander
b. Batallion Commander
c. Unit Leader
d. Unit Soldier
e. Unattached Soldier
B. Army Size
C. Deciding the inital fronts
II. The First Charge
A. The Battalion Commander's Call
B. Clash!
a. What the PCs do.
b. Tying the PCs to the Storm of Swords
III. The Melee
A. Determine Possible Intents
i. Engage and Fight
ii. Disengage and ...
B. Update the Storm of Swords

IV. Special Class Abilities in the Storm of Swords
A. When do NPCs get these abilities?
B. Godsworn
i. Faith
ii. Prayers
iii. Blesing
C. Hunter
i. Native Terrain
ii. Stalking Strike
iii. Camoflage, Hide in Plain Sight
D. Knave
i. Fortune's Favor
ii. Sneak Attack
E. Maester
i. Logic and Reason
F. Noble
i. Command
G. Raider
i. King of the Mountain / Forest / Plains / Ship
ii. Terrible Presence
H. Bloodrider
i. Bloodguard
ii. Blood of my Blood
I. Brother of the Kingsguard
i. Protector, Guardian
ii. Defender's Retribution
iii. Sword Duty
J. Commander
i. Rallying Cry
ii. Military History
iii. Tactician
iv. To the Last Man
K. Knight
i. Knight's Spurs
ii. Dread Charge
iii. Knight's Onslaught

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Re: 貌似是个好物
« 回帖 #1 于: 2014-12-27, 周六 07:05:41 »
I. Drawing the Lines - Before the Battle

A. Army Positions

Armies are led by one overall Commander, who is in charge of drawing the inital battle lines and concieving the overall strategy for the battle.
They are divided into Batallions, which are lead by Batallion Commanders, who signal the inital charge.
Batallions are composed of Units, which have Leaders and Soldiers- Leaders decide what the Unit will be doing, while Soldiers do what they are told.
Soldiers can also detach from their Unit, acting on their own.

B. Army Size

The Army Size matters, as a function of how glorious the battle is, how strong the sides are (relatively speaking), and the strength of the opponents that will be faced in the Melee.
Calculate the Army Size as follows:

* Sum the total levels of Commoner, Maester, Godsworn, and any other classes which has a BAB progression of +1 per two levels or slower.
* Divide this number by 4.

* Sum the total levels of Artisian, Knave, Noble, and any other classes which has a BAB of +2 per three levels.
* Divide this number by 2.

* Sum the total levels of Hunter, Man-at-Arms, Raider, and any other classes which have a BAB of +1 per level.

* Every level of Bloodrider, Brother of the Kingsguard, Commander or Knight adds an additional point on top.

* Add +1 for each Wealth Rank or Social Status beyond the first. Thus, a 4th level Man-at-Arms / 2nd level Knight who is a Member of a Minor House (Social Status 3, Wealth 2). He counts as 4+2+2+1 = 9 army points.

Most armies consist of a large number of Commoner conscripts (2nd to 4th level), several paid mercenaries and hedge knights (Raiders, Hunters and Knights of 3rd to 5th level), and a core of elite knights and nobles (with a bias towards Knight; 4th Noble, excess put into Knight), with each contributing +2 to +5 or more beyond that.

200 Commoner Levels (150 commoners) = 50
100 Valiant Levels (30 Mercenaries) = 100
1 Leader (4 Noble / 4 Knight / 2 Commander, Social 3, Wealth 3) = 2+(4+2+6)+2+2 = 18
3 Generals (4 Noble / 4 Knight, Social 3, Wealth 2) = 3*(2+(4+4)+2+1) = 39
7 Leaders (4 Noble / 2 Knight, Social 2, Wealth 2) = 7 * (2+(2+2)+1+1+2) = 70
50 House Fighters (4 Man-at-Arms) = 50 * 4 = 200

A Small Army has a total of 400 points or less.
A Medium Army has a total of 500 to 1000 points.
A Large Army has a total of more than 1000 points.

Divide the number of points as evenly as possible between the Batallions.

C. Deciding the inital fronts.

Once the Army Sizes are figured, each Commander makes a Knowledge: Warfare check (DC: 20)- this is their various grasp of strategy being tested, each trying to guess what the other will attempt. The Commander with the larger army makes this at a +2 bonus per 100 points they are ahead, to a maximum of +10. Either or both Commanders may also take a voluntary penelty of up to -5, imposing the same upon their counterpart. Additionally, each Battalion Commander beyond the first imposes a cumulative -2 penelty.

Don't forget any Class Abilities that may give a bonus to the Knowledge: Warfare check!

This roll has no direct effect, but can provice a bonus or penelty for the Batallion Commander's Call (see below), which thus has a significant impact on the overall flow of combat.

Overwhelming Failure (9 or less): Your Commanders suffer a -10 penelty to their rolls, owing to your disasterous plan. If the battle is won, it is not through your strategy.
Major Failure (10 to 12): Your Commanders suffer a -5 penelty to their rolls.
Significant Failure (13 to 15): Your Commanders suffer a -3 penelty to their rolls.
Minor Failure (16 to 19): Your Commanders suffer a -1 penelty to their rolls.
Tie (20): No bonus or penelty.
Minor Success (21 to 24): Your Commanders gain a +1 bonus to their rolls.
Significant Success (25 to 27): Your Commanders gain a +3 bonus to their rolls.
Major Success (28 to 30): Your Commanders gain a +5 bonus to their rolls.
Overwhelming Success (31+): Your Commanders gain a +10 bonus to their rolls. Win or lose, your strategy is without flaw, save that it relies on foilable human agents.

=-=-=

II. The First Charge

Battles are marked by an inital charge and meeting of the lines, which then devolves into a far more confused melee. A sufficently powerful inital charge can smash an enemy's morale, driving them apart with minimal actual fighting.

A. The Battalion Commander's Call

The First Charge is marked by the Battallion Commanders of both sides calling for their respective units to charge and counter charge.

The timing of this call is crucial- too early, and the charge can falter from running too far, exhausting itself before encountering the enemy. Too late, and there isn't time to build momentum and press through the ranks of the enemy, and the press of troops at your back forces you into a meat grinder.

B. Clash!

Match the Batallions of both sides against one another as evenly as possible (for example, if one side has 2 Batallions and the other has 3, then one of the first side's Batallions will face two incoming attacks, while dealing only one).

Each Battalion Commander makes a Knowlege: Warfare check, DC: 20. For every 100 points of troops they command, they gain a +2 bonus. If the follow the Commander's plan, they gain the above bonus or suffer the above penelty. If they deviate from it, they have neither a bonus nor a penelty, but every other Commander on their side suffers an additional -5 penelty - cumulative.

Example: There are 4 Batallion Commanders. The overall Commander's plan sucks, and imposes a -3 penelty. Ser Martos and Ser Corwin, both Batallion Commanders, choose to disregard this plan. Both of them suffer only a -5 penelty; Ser Walder and Ser Horace both suffer a massive -13 total penelty (from the two -5s, and also hewing to the Commander's -3 overall plan).

The success of this roll translates to a bonus or penelty for the damage inflicted on the other side.

Overwhelming Failure (9 or less): Diaster! The charge inflicted no damage on your target Batallion!
Major Failure (10 to 12): Your targeted Batallion suffers 1d4 points lost.
Significant Failure (13 to 15): Your targeted Batallion suffers 1d6 points lost.
Minor Failure (16 to 19): Your targeted Batallion suffers 2d6 points lost.
Tie (20): Your targeted Batallion suffers 3d6 points lost.
Minor Success (21 to 24): Your targeted Batallion suffers 4d6 points lost.
Significant Success (25 to 27): Your targeted Batallion suffers 4d8 points lost.
Major Success (28 to 30): Your targeted Batallion suffers 4d10 points lost.
Overwhelming Success (31+): Crushing attack! The charge has devestated the enenmy beyond expectations! Your targeted Batallion suffers 5d10 points lost; make another Knowledge: Warfare check at the same bonus as before, and add the results to this as well!

i. What do the PCs do?

Presuming your PC charges when they are so ordered, make both a Charging Attack (with the normal +2 bonus, but only making a single attack at their highest Attack Bonus) and suffering 1d3 Defense checks. Add your Batallion Commander's bonus to your Attack and Parry rolls as well. Treat the Attack rolls as aimed at AC 4+1d20, with a DR of 1d4+1. Each of the Parry rolls is an attack incoming with a bonus of +5 (plus the enemy commander's bonus!) and dealing 1d8 damage if successful.

Each point of damage a PC deals knocks the targetted batallion down by 1 point. Although such injuries may not kill, or even seriously injure, they damage moral. Meanwhile, the damage the PCs take is the risk of being in war.

PCs on horseback gain the usual +1 advantage, but the scent of blood and terror of battle requires them to make Ride checks (DC 15) to remain on horseback. If they fail, they are thrown and may make no attacks on the Charge; they also fall out of their unit, and begin as Unattached Soldiers.

PCs may attempt to make their attacks Called Shots, using the Called Shot to Weak Point, to Bypass Armor, or to a Vital Spot (pg 244), at the usual penelties and with the usual bonuses.

ii. Where do the PCs stand in the Storm of Swords?

As Batallions loose points, they become more likely to break and retreat, or even rout. PCs can deal a great amount of damage to enemy Batallions, turning an otherwise failed charge into a modest beginning, or an excellent charge into a devastating attack that

After the First Charge, the individual Units break up into the Melee. The Melee continues until one side is driven from the field.

=-=-=

III. The Melee

A dozen men move in a tight group, following their banner and seeking the enemy's. All around them are the sounds of fighting, men dying, horses screaming. Suddenly, one shouts, and the enemy falls upon them- this is the Melee, the bulk of the battle. A disorganized jumble, with little any of the Commanders can do at this point but directly lead their men to destroy the enemy; all the plans have been set and exhausted.

A. Determine Possible Intents

Each Unit Leader and Unattached Soldier decides their Intent to Engage or Disengage in secret. Only worry about PCs- NPCs are generalized for later.

Unit Leaders with the Command Class Ability may also inspire their troops to personal greatness. Make a Charisma Check (DC 15). If successful, add the Command Bonus to each member of the Unit, up to two per Charisma Modifier. This bonus is added to both attack and defense.

i. Engage and Fight

If the PC declares an intent to Engage, find them an enemy and have them deal damage and suffer injuries.

Unit Leaders should roll their Spot check, with a base -5 penelty, owing to the confusion of battle, -1 per 100 points of allied troops in the same batallion, +1 per 100 points of enemy troops, and +1 per 5 points of troops you lead. They may have one of their Attached Soldiers make the check in their place, if a particular Soldier has a significantly better Spot rating.

1 - 8: Your best targets are lightly armed and ill trained peasants. They have an AC of 10+1d4, they have no armor, and make a total of 1d6 attacks, spread evenly amongst the unit. Each attack has a bonus of +1, and deals 1d4 damage. Divide any damage dealt to the peasants in quarter for figuring the batallion damage.
9 - 16: Your best targets are mercenaries, trained killers for hire. They have an AC of 12+1d4, and armor providing a DR of 1d4. They make 2d6 attacks, spread evenly amongst the unit. Each attack has a bonus of +4, and deals 1d6+2 damage. Divide any damage dealt to the mercenaries in half for figuring the batallion damage.
17 - 19: Your best target is an enemy standard bearer, and it's guard. Standards are generally guarded by trained and well equipped men at arms. They have an AC of 12+1d6, and armor providing DR of 1d4+1. They make 3d6 attacks, spread evenly amonst the unit, each attack having a bonus of +6 and dealing 1d8+2 damage. Any damage dealt translates directly into damage to the Batallion. Additionally, if a PC scores a critical, they have taken a prisoner, and may ransom them after the battle.
20+: Your best target is the batallion commander himself! This battle should be fought as per the full combat rules of A Game of Thrones RPG instead of the abstracted rules provided for a Storm of Swords; in general, the Batallion Commander will have 3d4 of his best fellow knights near at hand to help protect him. Defeating the Batallion Commander automatically causes the enemy batallion to rout, regardless of what the odds were before!

As the aggressors, the Unit Leader may always opt down the chart; that is, if the Unit Leader rolls a 20 and has a +10 spot check, but doesn't think he can take the enemy Commander, he can instead face some mercenaries instead.

If you have NPC Soldiers in your Unit, you can either treat them as PCs, or roll for them collectively. If you roll for them collectively, treat them as having an Attack Bonus equal to the number of points they provide, a Defense bonus equal to their Attack Bonus -2, and weapons and armor appropriate to their Wealth and Social Status- and don't forget, they can benefit from any Command Bonus! Damage dealt to collectively rolled NPC directly injures your Batallion.

Finally, if you stay to Engage, you can also be attacked by an enemy Unit. Roll as above, except without the penelty, and your Leader cannot opt to slide down the chart.

ii. Disengage And...

A Unit Leader that tries to disengage risks coming under attack; the risk is greater as his unit is larger. Make a Knowledge: Warfare check (DC 15), with a penelty equal to the number of troops you have. If you fail, an enemy unit engages you, preventing your escape this turn: Roll a d20, as if you were searching out enemies (as above, save the PCs cannot opt down and must fight).

If successful, your unit has pulled to the back of the fighting. From here, they have several options for the next turn.
A) Rejoin the Fight. You can Engage without the -5 penelty, having some breathing space from the press of the melee.
B) Flee. You can flee the combat entirely, leaving the battle in the capable hands of others.
C) Seek Aid. You can leave the battlefield, seeking treatment or bearing a badly injured companion to such first aid. It requires an entire battlefield turn to get First Aid.
D) Rally. You can pull support from Unattached or fleeing soldiers: Make a Diplomacy check (DC 15). With any success, you pull in 1d6 additional points of soldiers. With a Significant success (20+), you pull in 2d6 points of troops. If you were an Unattached Soldier, you are promoted to Unit Leader- congrats.
E) Hide to Strike. The Unit makes a Hide check, using the lowest Hide Ranking amongst all it's members, against a DC 20 + the number of points in the unit. If successful, they may Engage (at a -10 penelty for locating the enemy instead of a -5, owing to the slowed movement while maintaining their stealth) and opt to not fight or be counter-engaged. If they do attack, the enemy is considered flat footed for purposes of some class abilities (such as a Hunter's Stalking Strike). Hide to Strike may only be attempted in terrains that naturally provide concealment, such as a forest or mountain.

B. Update the Storm of Swords

First, if any PCs have been knocked into Shock from injuries taken on the field, they become Unattached Soldiers- even if they were Unit Leaders previously. They also sit out the next battlefield turn.

If any PCs have been killed or captured, subtract their points from their Batallion's total. If the PC was the Batallion Commander, the Batallion will rout this turn, regardless of how the rest of the fight goes.

The Batallions grind against one another. Each Batallion makes one attack against one other, with a +1 bonus per 100 points they still have. The damage this inflicts is identical to that from the Charge, with a base DC of 10 instead of 20- so an Overwhelming Defeat is a roll of 1, while an Overwhelming Success is a roll of 21+.

A Batallion is in danger of retreating when it suffers more damage in a turn than it inflicts. The Batallion Commander must make a Diplomacy Check (DC 10 + 1 per point of difference), or the Unit commanders begin pulling back. Once a Batallion has begun retreating, it loses 5d10 points of troops each battlefield turn until dispersed.

A Batallion is in danger of routing when half it's inital points are gone. This is in addition to any normal danger of retreat- but a route is a wild and disorganized affair, as troops abandon the battlefield in a hope to survive. The Batallion Commander can prevent a route with a Diplomacy Check (DC 15 + 2 per 100 points lost). If he fails, the batallion disperses over the next turn. The PCs may either attempt to stand and fight despite the loss- if they can successfully defeat the enemy Batallion Commander, they reverse their own rout! Alternatively, they can disengage and join another Batallion.

If the PCs stay and fight on their own, the enemy will typically have a massive numerical superiority on them; they are treated as trying to disengage for purposes of determining who they will face.

Finally, a Batallion is naturally driven from the field if it's points fall to 0.

=-=-=

IV. Special Class Abilities and Feats in the Storm of Swords

Many Classes and Prestige Classes have abilities that could have a significant impact in a mass combat. In particular, the Raider, Noble and Commander classes all have abilities directly pertaining to leading others, and thus make excellent Unit Leaders. Some other Classes, such as the Hunter or Knight, make suberb troops and soldiers.

A. When do NPCs get these abilities?

As a general rule, don't worry about every NPC in the battle- doing so loses the benefit of the abstraction. These bonuses are factored into the points the NPC provides- which is why some specific classes count as more points than just their class level.

If the PCs are fighting with or against a named NPC, they should be treated as PCs for using these abilities and feats. Otherwise, don't worry about it.

B. Godsworn

A battlefield is generally no place for a septon or septa, but sometimes even the holy needst must take up arms in defense of the Faith. Their devotion serves as an example, to encourage other soldiers- and few armies would march to war without a blessing from the Warrior and the Father.

i. Faith

The Faith Bonus may be used on any roll; in making the plan, calling the first charge, or during the melee.

ii. Prayers

As a rule, the Prayers provide their bonuses directly to PC rolls for one battlefield turn- thus, the Prayer to the Father gains a bonus to their Will Save, Defense checks and weapon damage roles. The Prayer to the Warrior gains a bonus to attack roles and Fortitude saves. The other Prayers are less likely to be directly applicible, although there is some use for the Prayer to the Maiden. Prayers may only be granted to Soldiers in the same unit, and only one other Soldier at a time.

iii. Blessing

Like the Faith Bonus, the Blessing may be applied to one roll of another Soldier in the same Unit.

C. Hunter

Hunters are not the front line troops of the battlefield; they are guerrillia warriors, who stalk through their home terrains unseen, felling enemies and melting away like shadows.

i. Native Terrain

Hunters gain their Defense and Skill bonuses (including to Spot) when the battle takes place on one of their native terrains.

ii. Wilderness Stealth (full movement)

A Hunter alone, or only with a unit of other Hunters that have the Wilderness Stealth (Full movement) ability, do not suffer the -10 penelty when seeking to engage while hidden (from the Hide to Strike action when disengaged); they suffer only the standard -5 penelty.

ii. Stalking Strike

It is always impossible to use the Stalking Strike on someone during the first charge. It is normally impossible to use a Stalking Strike on another in the Melee, unless you have first Hidden to Strike.

iii. Camoflage, Hide in Plain Sight

A Hunter alone, or only with a unit of other Hunters that have the Camoflage ability, may Hide when disengaged in any terrain, even those where such a manuver is usually impossible. This otherwise works identically to the Hide to Engage action.

A Hunter alone, or only with a unit of other Hunters that have the Hide in Plain Sight Ability need not Disengage in order to gain this bonus- they are considered to begin Hidden every battlefield turn.

D. Knave

Knaves are a rare sight on the battlefield; they are more typically found after the battle is fought, fleecing the victors and picking the bones of the dead. But sometimes, a knave will be pressed into a fight.

i. Fortune's Favor

A knave is ever lucky, and may use Fortune's Favor to make re-rolls during a battle.

ii. Sneak Attack

A Knave may only gain their Sneak Attack bonus is they can catch the enemy off guard, such as by first Hiding to Engage while disengaged.

E. Maester

Maesters are men of learning, not battle. But they can make admirible generals, with a grasp of the strategy and tactics of the best leaders throughout the history of the Seven Kingdoms.

i. Logic and Reason

Bear in mind a Maester's Logic and Reason bonus to Knowledge: Warfare, Spot and Rally checks.

F. Noble

Nobles are often the ultimate source of many battles, and frequently serve as leaders and generals. Trained from birth to command, they are uniquely able to control soldiers in a battle.

i. Command

Command is the signature of the Noble, although several other Classes have it as well. Make a Charisma Check (DC 15). If successful, add the Command Bonus to each member of the Unit, up to two per Charisma Modifier (so a Noble with a Charisma Modifer of +2 could provide to bonus to 4 troops). This bonus is added to both attack and defense.

G. Raider

Raiders are fierce foes, individually hewing down men with abandon. Units of Raiders are often amongst the bloodiest of fighters, slaughtering with abandon and sending lesser units scattering.

i. Running Shadow

Running Shadow works identically to the Hunter ability Wilderness Stealth (full movement).

ii. King of the Mountain / Forest / Plains / Ship

A King who is a Unit Leader provides the attack and damage bonus to every member of the Unit.

iii. Terrible Presence

For the first version of Terrible Presence, see the section of Feats below, for the Stern Visage feat.

For the second version and third version, the Raider's Terrible Presence actual does direct damage to the enemy Batallion, his fear inspiring visage sending lessers running.
Each Battlefield turn the Raider Engages in with the second version, they automatically scatter a number of points from the Batallion equal to (1/2 Raider Level + (Cha or Str Mod) + (1/2 applicible Reputations). With the final version of Terrible Presence, double this damage.

H. Bloodrider

Bloodriders are the elite bodyguard of the khals and khalessi of the Dothraki, pledged to live and die by the sides of their masters. A hoarde of screamers is terrifying enough, but the Bloodriders around their khal drive away lesser foes.

i. Bloodguard

The default assumption is the Unit Leader is the Ward of the Bloodguard, although this need not be true. Otherwise, simply bear in mind the Bloodrider's ability to intercept incoming attacks.

ii. Blood of my Blood

When fighting with their khal, the Bloodrider always gains the +4 bonus. If the khal should die, they automatically get the +8 bonus for the duration of the battle, and while seeing the khalessi to Vaes Dothrak.

I. Brother of the Kingsguard

The King of the Seven Kingdoms has often been a martial position, and many Kings have ridden at the forefront of their armies, cutting a swath through their enemies and rebels. The white knights of the Kingsguard are the sword the King wields during such campaigns, surrounding himself with this elite unit.

i. Protector, Guardian

For Protector, see the Bloodrider class ability Bloodguard.
For the purposes of Guardian, the Kingsguard is always assumed to be within 10 feet of their ward if they are in the same unit.

ii. Defender's Retribution

The Kingsguard may always make the free attack from Defender's Retribution if their ward is struck in battle.

iii. Sword Duty

While in battle with their ward, the Kingsguard always has the full benefit of Sword Duty.

J. Commander

Commanders are, arguably, the most singularly important figures on the battlefield. A competent Commander placed in charge of the army will craft a plan no man can defeat; a Commander leading a Batallion will serve a devastating First Charge; a Commander leading a Unit can drive them into the jaws of hell itself, and see them through, inspiring common soldiers to nearly unthinkable levels of valor.

i. Rallying Cry

A Commander who is a Batallion Commander gains a +2 to the Knowledge: Warfare check for the First Charge if they have the Rallying Cry ability (+4 at 8th level). Additionally, a Commander that is a Unit Leader may use the Rallying Cry ability to inspire their unit, giving them the bonus for the battlefield turn. A Commander may only give one Rallying Cry a day.

ii. Military History

Don't forget to apply the Military History bonus to Knowledge: Warfare checks!

iii. Tactician

The Tactician bonus applies to all Knowledge: Warfare checks made, even where they are not opposed. It also applies as a bonus when Engaging, for finding the enemy, and as a penelty to the counter-engagement roll.

iv. To the Last Man

A Commander who is a Unit Leader with To the Last Man provides the full bonus to their entire unit. For abstracted NPCs, this adds +2 to their DR.

K. Knight

Knights form the backbone of the military of the Great Houses; men trained to fight from birth, with lance and sword. Knights are nearly unstoppable on the battlefield, tearing through lesser foes like a knife through hot butter.

i. Knight's Spurs

A lone Knight, or a unit consisting only of Knights with the Knights Spurs ability, gains a +5 bonus on attempts to engage the enemy, and impose a -5 penelty on the counter-engagement.

ii. Dread Charge

Bear the bonus damage in mind for the First Charge!

iii. Knight's Onslaught

During the First Charge, you make a Full Attack rather than only a single attack at your best BAB.
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An introductory webcomic for Exalted, sans art: Chosen of the Gods
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11-26-2005, 12:47 PM #2 Maester Luwin 
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Re: [aGoT] Mass Combat, heavily inspired by Pendragon
Hey Darius! Very complex to be sure but it appears to port over well! Thanks for all your hard work. Maester Luwin
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11-27-2005, 08:02 AM #3 DariusSolluman 
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Re: [aGoT] Mass Combat, heavily inspired by Pendragon
Right. Played out a test run of two purely NPC armies grinding against one another with my roommate, using the sample army 'sizes' given above, and came to the following conclusions:

A) The proposed army sizes for small, medium and large are too small, by a lot.
B) Wealth is directly tied to Social Status, and more important anyways- so Wealth should just add directly, rather than seperately.
C) The DCs for the Knowledge: Warfare checks were universally too low. They should be bumped up by about 5 each.
D) It's cooler to let each army decide on arbitrary Batallion sizes. And possibly compositions, although that only matters insofar as the PCs are concerned, which we didn't see.
E) It's cooler, during the melee, to restrict the choice of who Batallions grind against to either the enemy Batallion they attacked last, or an enemy Batallion that attacked them. Generates an area of PC strategy, and provides a reason to hold a batallion in reserve from the First Charge.
F) The rules for routing and retreat and broken at the moment. Broken and stupid. I'm unclear as to how to fix this...
G) The rules are mostly front loaded. It took longer to describe everything and calculate army point values than it did to actually play combat out.
H) Finally, it'd be good to have some 'aftermath' rules for determining how many troops were killed vs just injured vs captured.
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