Monday 4 March 2024

Mass combat rules for Domain play (+ Bonus non combat resolution system!)

I seem to run a lot of play by post domain games. Here is a mass combat system that has come out of running of those domain games. Included here is also a mechanical system that reflects the mass combat system but for resolving non mass combat actions. 

Combat rules: 

  • Each unit has a dice value and a combat score. Unit's Health = Half dice value + Combat Score.
  • Before start of battle opposing sides pick the order in which the enemy units receive any damage generated (targets at the start of the list are most likely to die during the battle). 
  • Roll dice and add combat score for each unit. Compare the total score for each side. Biggest number wins. The margin of victory is the amount of units (in combat score terms) that flee the battle. Fleeing units do not cause any damage (deducting their roll and combat score from their side's total score) but can be killed in battle. 
  • Units, on the winning and losing side, take damage in the order determined before the start of the battle 
    • Situational modifiers to combat score for health and attack purposes can be applied as appropriate.
Example units:
  • Untrained rabble : 1
  • Militia : d4 + 1
  • Soldier : d6 + 4
  • Hero: d100 + 50 
  • Dragon : d150 + 75

Rules for resolving non mass combat actions: 

  • Each entity has skills, represented as a dice value and score. Each entity also has a variety of HP (Hit Point) scores (health, wealth and reputation as a minimum). To determine a HP score use half dice value + score value from the skill most appropriate from that entities skill list. Only outline key skills and HPs at entity creation. Others can be determined by the referee as required, then recorded.
  • Resolution = Roll dice and add score and compare to target appropriate for difficulty or entity competing against. Difference between scores or target is damage incurred (in HP) by loser. Damage is incurred in the HP appropriate to the action attempted (health, wealth, reputation, soul, mana, etc). Entities always uses their Max HP value in rolls regardless of damage incurred. 
  • Loss of all HP can lead to death, overcasting, weakness, poverty, etc. Regain HP through appropriate actions (determined by referee). 
  • If an action is deemed "deadly" by the referee, HP lost is accompanied by half health HP loss. 
  • Entities improvement in skills values over time is determined by the referee. 
Example Character: 
  • Dwarf: 
  • Crafting : d20 + 10 / wealth 20
  • Axe fighting: d8 + 8 / health 12
  • Subterranean navigation : d8 + 8 (deadly) / reputation 12 
Example Targets: 
  • Easy 8
  • Medium 16
  • Hard 24
  • Grand 32
  • Epic 40 


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