A Shattered Empire: Tactical Scale
Posted: Sun Feb 15, 2009 5:05 am
I'm looking for some ideas to either streamline or make a minigame for combat involving 50 or more competent warriors (by warriors, I simply mean "people who fight", not a specific combat archetype. ) I'm running a very heavily modified D&D game, but the number of combatants involved in most battles leads to me handwaving all the mechanics and simply playing Tactical Teaparty.
First, some information on the setting. It's a thousand years since the goblinoid empire that is essentially a slightly nicer version of the Roman Empire fell to barbarian hordes. A number of stable city-states have arisen, most of which were originally founded by imperial citizens and soldiers that banded together and defended their territory well enough to make enemies look for softer targets. The entire continent is perpetually covered in storm clouds, and clear sky is a rare and celebrated event. The default weather is light rain.
Now, a few bullet points:
- This is a heroic setting. By this, I mean that people often make sacrifices for the greater good. "People" can include the PCs. Since most PCs are part of a band of 30 or so people, dead PCs can be relatively quickly replaced and players often control multiple characters at the same time.
- This is a gritty setting. By this, I mean that dealing with annoying weather, maintenance of equipment, and washed-out or muddy roads should take a fair amount of game time. We're playing Logistics & Dragons more than Dungeons & Dragons.
- This is a dark setting. By this, I mean that a lot of people remember that life was a lot better when the empire was whole and they didn't have to regularly fight to protect their homes and territory. It's also almost perpetually raining, so there's much dimmer sunlight. Pretty horrible stuff can happen, particularly if you find a portal to the Dark World, where everything is a twisted and distorted version of its equivalent in the normal world.
- I tried to come up with an excuse to call this a grim setting, but it's actually pretty idealistic and focused on the idea that you can negotiate with many potential antagonists and achieve much better results than you'd see if you just fought or avoided them.
Key mechanical changes:
Levels are capped at 10, and most people are level 4 minimum. Adventurers are generally between levels 6-8. Generic townsfolk often have at least one level in a PC class.
If you pick a deity and regularly pray to it, it will give you a pile of at-will SLAs and a few supernatural abilities based on your level. Children who worship the fire god can cast Produce Flame at will. Adventurers can cast Burning Hands, Produce Flame, Fire Ward (gives somebody Fire resistance equal to character level for minutes) Flaming Weapon, and Summon Fire Elemental (lets you summon a fire elemental and control it with move actions. If uncontrolled, it stands around and doesn't do anything.) at will. They are also highly resistant to fire and can see plot-driven visions if they look into fires for long enough. Awesome adventures get even better stuff.
Please a deity, and it will give you temporary access to a sphere. This can be achieved by giving valuable and unique offerings at a shrine. (By the way, there are 6 deities and numerous Dark World demideities (hereafter referred to as Endarkened Lords). The deities can grant spheres and give better SLAs, but Endarkened Lords can act more directly and have many extraplanar minions willing to ally with cultists)
Some skills and feats can be bought via paying money to trainers. Using a skill untrained a few times will generally give you free ranks in it, but you can't train a skill to higher than the cross-class maximum without spending skill points from leveling up.
You can learn to cast spells by spending feats. Characters can spend a feat to know all the level-appropriate maneuvers from a martial school.
Elementalist classes are devoted to one of the four elemental gods and have very powerful at-will abilities. The Pyromancer is a modified Fire Mage, for example.
Teleportation and planeshifting are weaker. The only well-known planes are the Material Plane and the Dark World. Teleportation can't take you into warded areas or between continents. Wards are easy to set up.
Firearms exist, but gunpowder is weaker than in the real world. Bullets have difficulty penetrating heavy armor and shields, so many people stick with weapons that don't get ruined by the constant rain (most people use bronze instead of iron or steel, so I actually give bonuses to steel equipment, but steel rusts in a matter of days if not taken care of). Dwarves in underground fortresses are known for their fondness of semiautomatic hand cannons and repeating rifles. Automatic weaponry is high maintenance and generally ineffective against people with tower shields.
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Alright, now for what I'm trying to create. I need a simple way of running mass combat in battles involving... say 50-500 people. These people could be traditional mage-types, generic soldiers, fancy soldiers with wacky martial arts powers, people with unlimited piles of predefined magical effects to toss out, or any combination of the above.
I'm thinking something squad-based. If I combine people into units, there'll be far fewer things to keep track of. Different types of unit will have different sizes of squad, but I could easily reduce a 40-person warband into 8 or less units. I won't bother tracking initiatives. Generally, there'll be 3 or less sides in each battle, so I'll just have sides take turns moving all their units in each round. I'd like to place
I'd be happy to use or modify an existing system. If there's a cheap wargame or customizable computer I could get used, that could make a nice starting point. Otherwise, I'd like to try for something reminiscent of a tactical RPG. Counter-attacks when you get hit if you aren't hit from behind or out of range, emphasis on maneuvering and gaining tactical advantages, and different types of terrain and elevation having a significant effect on combat advantage and maneuverability.
I note that there's a fair amount of overlap between this and the Arturius remake ( http://www.tgdmb.com/viewtopic.php?t=49440 ). That may be a good place for me to start stealing ideas.
First, some information on the setting. It's a thousand years since the goblinoid empire that is essentially a slightly nicer version of the Roman Empire fell to barbarian hordes. A number of stable city-states have arisen, most of which were originally founded by imperial citizens and soldiers that banded together and defended their territory well enough to make enemies look for softer targets. The entire continent is perpetually covered in storm clouds, and clear sky is a rare and celebrated event. The default weather is light rain.
Now, a few bullet points:
- This is a heroic setting. By this, I mean that people often make sacrifices for the greater good. "People" can include the PCs. Since most PCs are part of a band of 30 or so people, dead PCs can be relatively quickly replaced and players often control multiple characters at the same time.
- This is a gritty setting. By this, I mean that dealing with annoying weather, maintenance of equipment, and washed-out or muddy roads should take a fair amount of game time. We're playing Logistics & Dragons more than Dungeons & Dragons.
- This is a dark setting. By this, I mean that a lot of people remember that life was a lot better when the empire was whole and they didn't have to regularly fight to protect their homes and territory. It's also almost perpetually raining, so there's much dimmer sunlight. Pretty horrible stuff can happen, particularly if you find a portal to the Dark World, where everything is a twisted and distorted version of its equivalent in the normal world.
- I tried to come up with an excuse to call this a grim setting, but it's actually pretty idealistic and focused on the idea that you can negotiate with many potential antagonists and achieve much better results than you'd see if you just fought or avoided them.
Key mechanical changes:
Levels are capped at 10, and most people are level 4 minimum. Adventurers are generally between levels 6-8. Generic townsfolk often have at least one level in a PC class.
If you pick a deity and regularly pray to it, it will give you a pile of at-will SLAs and a few supernatural abilities based on your level. Children who worship the fire god can cast Produce Flame at will. Adventurers can cast Burning Hands, Produce Flame, Fire Ward (gives somebody Fire resistance equal to character level for minutes) Flaming Weapon, and Summon Fire Elemental (lets you summon a fire elemental and control it with move actions. If uncontrolled, it stands around and doesn't do anything.) at will. They are also highly resistant to fire and can see plot-driven visions if they look into fires for long enough. Awesome adventures get even better stuff.
Please a deity, and it will give you temporary access to a sphere. This can be achieved by giving valuable and unique offerings at a shrine. (By the way, there are 6 deities and numerous Dark World demideities (hereafter referred to as Endarkened Lords). The deities can grant spheres and give better SLAs, but Endarkened Lords can act more directly and have many extraplanar minions willing to ally with cultists)
Some skills and feats can be bought via paying money to trainers. Using a skill untrained a few times will generally give you free ranks in it, but you can't train a skill to higher than the cross-class maximum without spending skill points from leveling up.
You can learn to cast spells by spending feats. Characters can spend a feat to know all the level-appropriate maneuvers from a martial school.
Elementalist classes are devoted to one of the four elemental gods and have very powerful at-will abilities. The Pyromancer is a modified Fire Mage, for example.
Teleportation and planeshifting are weaker. The only well-known planes are the Material Plane and the Dark World. Teleportation can't take you into warded areas or between continents. Wards are easy to set up.
Firearms exist, but gunpowder is weaker than in the real world. Bullets have difficulty penetrating heavy armor and shields, so many people stick with weapons that don't get ruined by the constant rain (most people use bronze instead of iron or steel, so I actually give bonuses to steel equipment, but steel rusts in a matter of days if not taken care of). Dwarves in underground fortresses are known for their fondness of semiautomatic hand cannons and repeating rifles. Automatic weaponry is high maintenance and generally ineffective against people with tower shields.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Alright, now for what I'm trying to create. I need a simple way of running mass combat in battles involving... say 50-500 people. These people could be traditional mage-types, generic soldiers, fancy soldiers with wacky martial arts powers, people with unlimited piles of predefined magical effects to toss out, or any combination of the above.
I'm thinking something squad-based. If I combine people into units, there'll be far fewer things to keep track of. Different types of unit will have different sizes of squad, but I could easily reduce a 40-person warband into 8 or less units. I won't bother tracking initiatives. Generally, there'll be 3 or less sides in each battle, so I'll just have sides take turns moving all their units in each round. I'd like to place
I'd be happy to use or modify an existing system. If there's a cheap wargame or customizable computer I could get used, that could make a nice starting point. Otherwise, I'd like to try for something reminiscent of a tactical RPG. Counter-attacks when you get hit if you aren't hit from behind or out of range, emphasis on maneuvering and gaining tactical advantages, and different types of terrain and elevation having a significant effect on combat advantage and maneuverability.
I note that there's a fair amount of overlap between this and the Arturius remake ( http://www.tgdmb.com/viewtopic.php?t=49440 ). That may be a good place for me to start stealing ideas.