VaticanT/MassCombat

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Revision as of 21:26, 18 January 2007 by VaticanT (talk)
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Soooo, I was fidling around with some mass combat rules for a less cool game system, and I started thinking that maybe they could work almost anywhere...including exalted. I know Exalted has M&S, but I also know that some people have problems with "my army is my combat buffer" style of system. I think that there's good arguments both ways, supporting different styles of play, so here's my system for those who like the individual trooper to count a little more...

So first, retain the M&S magnitude statistic, and get your stats for your soldier. The unit is statted the same as the average soldier. You run combat identically between units as you would ordinary combat; that is, each unit counts as one character. The differences are as follows:

1) Add your magnitude to your attack rolls.

2) When applying damage, you compare the Magnitude of the two units. If the damaging unit is larger, you multiply the post soak (but pre-roll) damage by 1+the difference in magnitude; if the damaging unit is smaller, you divide the damage by 1+the difference in magnitude.

3) The unit has health levels equal to the average soldier (usually 3). Ignore wound penalties.

4) Each time the unit is reduced to zero health levels, they go down one magnitude but start again at the beginning of the track.

5) Heroes within a unit are treated as magnitude 0; however, they can only be attacked as if the attacking unit was magnitude 0. Heroes can attack independantly.

6) A unit that loses a magnitude must take either a valor check or use it's commander's Charisma+Presence (War for 2e) or be shaken or routed...I haven't figured out exact mechanics for Exalted yet. Skirmishing units get a penalty.

So that's roughly it. I don't have Exalted 2e yet, so I'm not sure how I would incorporate the War ability. This is just a broad outline. I'd also like to add things like the effects of flanking, etc...

The reason I like this system is that small differences is troop quality and equipment will have a proportional effect on the battlefield, rather than being generalised out of existence. The solar with a grand goremaul leading a unit of peasants with pitchforks will no longer be able to sweep aside well-armed realm legions, but will still make their mark on the combat. Things like the rate of the Soldiers weapons will also create an effect. Not for everyone to be sure, but I think a pretty simple, straightforward and easy to implement. Also means Unit buffing powers don't become redundant compared to personal buffing powers. What do you think? Good, Bad, anything obvious I missed the importance of? And how would you incorporate the War ability under this system?