Nikink/QuickNDirtyCombat

From Exalted - Unofficial Wiki
Revision as of 04:11, 18 February 2009 by Nikink (talk)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Quick'n'Dirty Mass Combat (For those days when you want an outcome, NOW. Nothing else matters...)

Roll 2d10 + modifiers. Highest sum-total wins.

Modifiers:

+1 / magnitude
+1 / might
+1 / drill
+1 if leader is Heroic Mortal, Heroic Ghost
+2 if leader is Jadeborn, Dragon-King, Raksha
+3 if leader is Dragon-Blooded
+4 if leader is Lunar, Sidereal, Alchemical
+5 if leader is Solar, Abyssal
+1 / Essence of Leader

So, Magnitude 3 bog standard mortal troops, with a bit of training, roll 2d10 + 3 (Mag) + 2 (Drill) + 1 (Essence of Leader) = 17 on average.
Essence 3 Solar leading 5 old women roll 2d10 + 1 (Mag) + 0 (Drill) + 5 (Solar) + 3 (Essence) = 20 on average.
Juggernaught as solo unit = 2d10 + 9 (Mag) + 6 (Essence) = 26 on average
Glorious First-Age Legion = 2d10 + 9 (Mag) + 5 (Might) + 5 (Drill) + 5 (Solar) + 10 (Essence) = 52 on average!!!
Typical Realm Legion = 2d10 + 5 (Mag) + 2 (Might) + 3 (Drill) + 3 (DB) + 5 (Essence) = 29 on average
Lookshy Legion = 2d10 + 5 (Mag) + 3 (Might) + 4 (Drill) + 3 (DB) + 5 (Essence) = 31 on average
Satomi Smith solo unit = 2d10 + 1 (Ess) = 12 on average

Seems reasonable for quick'n'dirty...

I suppose one could treat the difference between the winner and the loser as degrees of success - so beat a rival by five = legendary success.

Could make endurance relative by allowing each side to roll up to Endurance times, then each success marks off a health level. So a higher endurance unit gets to roll a few extra times to remove HL from the opposing side. Gets a bit fiddly. Would probably need to use fatigue rules too - maybe -1/level of fatigue. Hm...

Comments