Thursday, September 8, 2022

Ideas for mass combat (notes)


 I had some ideas today for running mass combat in the frame of rpgs. Never ran one in D&D and im not familiar with all the OSR rules around for that; I only ran one on a homebrew cyberpunk themed game  and it was a real mess. Nonetheless, I had some ideas on how I'd like to do one if I did it now, and I'll put them down here for reference.

First, I'd treat "the big melee" scenario as a zone with random encounters. This table below is an example (1d8). You take +1 if you are some kind of leader, and -1 if you are not an actual fighting man (like a woman or a kid just trying to sneak around a battlefield)

1-2-3: Nobody engages with you this turn. You can help an ally on their encounter, search for an enemy, perform any action, etc

4-5: you face a common troop

6-7: a gang of 1d4 enemies fights you at once

8: You draw the attention of an enemy lieutenant or elite troop.

Then, after all the PCs have done their turn, you check how is the battle going. You roll 2d6 plus modifiers, positive if your side is more numerous or has any advantage, or negative if the other side is. Then use a table similar to this:

12 Enemy is defeated or repelled. This doesn't mean necessarily that all enemies are killed: they might try to surrender, retreat or even make a final phyrric charge for 1 turn; GM will decide.

11 Somewhere an enemy leader has been defeated. +1 on further rolls in this table.

10 Enemy numbers are greatly decreasing. +1 on further rolls in this table.

9: If there is a potential advantage, it is succesfully exploited (enemy lured into a canyon, weak point succesfully applied, etc) and you get +1 on  further rolls on this table. This result might require that the PCs perform a quest first to get the relevant information or setup (GMs discrection). If this result is rolled a second time, it automatically works.

8: You see a known NPC. He rolls a save, on a pass he is fighting, otherwise is dead or unconscious.

7 Battle rages. If you declared that you were searching for something or somebody on the heat of battle, you find it.

6 You see a known PC or NPC wounded or in trouble, asking you for help.

5: Your side is hosed to a disfavorable position or is otherwise forced back. -1 on further rolls in this table. This result can be ignored once if your PCs did any quest to prevent it (GM's discrection)

4: Ally numbers are greatly decreasing. -1 on further rolls in this table.

3 An important leader in your side has been defeated. -1 on further rolls in this table

2 Your side is defeated or repelled

Of course, a battle has more facets than just a big melee. Things like firing from atop of a wall, ambushes, catapults, etc should be handled each on their own way; but succesful and meaningful actions of this type can grant bonuses to the 2d6 roll every battle turn, making them count narrativelly and mathematically at the same time; or even trigger a roll on the table by themselves. Even if thePCs are just watching the battle from atop of a tower, you can use the table to narrate the battle to them by rolling every turn.

Handling big battles this way has the upside that every possible "gamist" aspect counts (character levels, gear, actual battle tactics in the big scale, alongside normal combat tactics, characters dying, characters facing multiple opponents or ganging up on a single enemy, etc) and it makes the battle unfold "from the inside", as if it was seen through the fighting character's eyes; which is the aspect I think that should be highlighted on an RPG as opposed to a wargame where you see battles from an "eagle's view". 

I can see how people might like wargames, and I can see how d&d came from chainmail and such. But in my opinion they are very different concepts and don't mix as well as one might think. Also, in this way, PCs fight using the same combat rules they use in the rest of the game; instead of a simplified or tailored ruleset. 


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