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Saturday, December 16, 2023

Modifying the Mass Combat System (War Machine) again

As advised after a previous post on my War Machine modifications, I took a look at how Dark Dungeons does it, as well as the advice in the Stormbringer RPG, and some thoughts from internet commenters about some other RPG systems' mass combat rules. 

As I think I mentioned before, Dark Dungeons X switches from d% to d20 rolls, so all the bonuses from War Machine are divided by 5. It also (I don't think I mentioned this) has a table look-up for basic troop quality as with War Machine, and a Troop Quality based on how much you pay for your troops. That gives you a number. I don't mind chart look-ups in general, but the original War Machine gave me a number without a clunky chart reference, and I prefer that. 

Stormbringer basically says the DM decides who wins or loses the battle, and characters involved roll to see whether or not they took damage/died, and if not whether or not they improve their skills. Too abstract for me. I want something a bit crunchier, and out of the DM's hands. I like to be surprised. Plus, we're playing a game. Taking your character's forces into battle should pose some risk. 

So I'm sticking with my basic idea, although this evening I went and streamlined a few things. This moves it a bit farther from War Machine (a good thing, if I want to publish this), and also hopefully makes things a little easier for the players to calculate. I've tried to stick to simple bonuses/penalties (+5, +10, -20, etc) for most things after the initial force calculations. 

Another change that I made this evening is that for the tactical choices (engage, overrun, surround, feint, hold, withdraw), which is pretty much as in War Machine, certain armies will get an additional bonus. Archers help with normal engagement, heavy troops (foot or mounted) with overrunning, mounted troops with surrounding, magical/spellcasting troops with feints, pikemen/halbardiers with holding, and light troops with withdrawing. 

That's something I think was lacking in the original rules. A more balanced force will get more bonuses for troop composition, but the specialized force gets a tactical bonus if you play to their strengths (but of course, the opponent may select a tactic that counters the optimal tactic...).

I'll try to play test these rules soon.

3 comments:

  1. This is completely unrelated to anything but what was your source for the langgui monster in some of your older stuff?

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    1. Langgui is 狼鬼 from Taiping Yulan. Finally found it.

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    2. I'm glad you found it, because I honestly don't remember ever using langgui in any of my works. And a quick Google search by me just now only turned up a doctoral dissertation from 2015 about Chinese art focused on Zhong Gui (Shoki the Demon-Queller in Japan), with one reference to "wandering ghosts (fuyou langgui 浮游浪鬼)" which is using the character for waves (the "ro" of ronin) instead of the character for wolf.

      Definitely something for me to look into. I'm always on the lookout for new Asian monsters. :D

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