Post by cassusaevum on Apr 23, 2019 13:41:19 GMT -5
There is a chance we'll be engaging in some Mass Battle on Friday. I'm going to attempt a bit of an integration between the 3rd, 4th, and 5th edition rules, since the earlier editions of the game involved more things happening to the characters as part of mass battles. Below is an outline of the rules we'll be using:
Step 0: Setup
-Determine which player will act as the Commander
-Determine the initial Battle Advantage as follows
-Opposing Ring / Command Roll by the generals (note the ring choice should be reflective of the tactics the army a whole is going to use)
-Add to each general's roll a number of successes as follows:
---Outnumber the enemy by factor of 2: +1
---Outnumber the enemy by factor of 3: +2
---Outnumber the enemy by factor of 4: +3
---Outnumber the enemy by factor of 5+: +4
---Army's equipment is significantly better: +1
---Significantly more magical power than opposing army: +1
---Advantageous ground: +1
---Prepared positions: +1
---Raining: -1 (Attacker)
The army that wins the roll has the advantage grants a temporary (can be used only during the upcoming round) Void Point to each of its commanders and lieutenants
Step 1: Declaration
Each party member declares their level of involvement in the battle. Your level of engagement determines the likelihood of heroic opportunities, but also the likelihood of getting injured.
-Reserves (farthest from the fighting)
-Disengaged
-Engaged
-Heavily Engaged
After the first battle turn, players may choose to move one step (e.g. Heavily Engaged to Engaged or Disengaged to Reserves for example). You cannot move more than 1 step. If you spend a battle round Disengaged or in the Reserves, you may recover Fatigue and Strain as you would during a scene break (all other scene break effects will also take place... e.g. expiring spells/abilities/etc...).
Step 2: Heroic Opportunities
Make a Ring / Tactics roll to determine if you have a heroic opportunity. Heroic Opportunities may be refused - many bear some measure of risk and you do not have to accept them, though declining them will impact your Glory. The TNs are as follows:
-Reserves: TN 4
-Disengaged: TN 3
-Engaged: TN 2
-Heavily Engaged: TN 1
-Already Refused a Heroic Opportunity -1 TN
If you are successful and have a Heroic Opportunity, roll on the chart (not listed here) to determine the type and resolve it accordingly.
Refusing a Heroic Opportunity is something the player can choose to do after rolling on the chart (meaning that they have already succeeded on the Tactics roll and know what kind of opportunity is before them).
--Refusing a heroic opportunity loses 1 Glory
--Refusing a heroic opportunity provides a -1 penalty on the Battle Round Resolution Roll
Step 3: Battle Round Resolution Roll
The Commanders make opposed Ring / Command rolls modified as follows:
---Outnumber the enemy by factor of 2: +1
---Outnumber the enemy by factor of 3: +2
---Outnumber the enemy by factor of 4: +3
---Outnumber the enemy by factor of 5+: +4
---Army's equipment is significantly better: +1
---Significantly more magical power than opposing army: +1
---Advantageous ground: +1
---Prepared positions: +1
---Raining: -1 (Attacker)
---Each refused Heroic Opportunity -1
---Each successful Heroic Opportunity +1
---Additional bonuses provided by Heroic Opportunities directly
The army that wins this roll has earned 1 Victory Point. The army that wins the roll also has the advantage grants a temporary (can be used only during the upcoming round) Void Point to each of its commanders and lieutenants.
Battle Resolution
--To win a battle you must win the Battle Round Resolution step for a majority of the battle rounds
--A small skirmish might be only 3 rounds, with 2 rounds needing to be won
--A moderate battle might be 5 rounds
--A large battle 7 and so on...
If the Victory Condition has not been achieved and the number of rounds have not been completed, return to Step 1: Declaration.
Step 0: Setup
-Determine which player will act as the Commander
-Determine the initial Battle Advantage as follows
-Opposing Ring / Command Roll by the generals (note the ring choice should be reflective of the tactics the army a whole is going to use)
-Add to each general's roll a number of successes as follows:
---Outnumber the enemy by factor of 2: +1
---Outnumber the enemy by factor of 3: +2
---Outnumber the enemy by factor of 4: +3
---Outnumber the enemy by factor of 5+: +4
---Army's equipment is significantly better: +1
---Significantly more magical power than opposing army: +1
---Advantageous ground: +1
---Prepared positions: +1
---Raining: -1 (Attacker)
The army that wins the roll has the advantage grants a temporary (can be used only during the upcoming round) Void Point to each of its commanders and lieutenants
Step 1: Declaration
Each party member declares their level of involvement in the battle. Your level of engagement determines the likelihood of heroic opportunities, but also the likelihood of getting injured.
-Reserves (farthest from the fighting)
-Disengaged
-Engaged
-Heavily Engaged
After the first battle turn, players may choose to move one step (e.g. Heavily Engaged to Engaged or Disengaged to Reserves for example). You cannot move more than 1 step. If you spend a battle round Disengaged or in the Reserves, you may recover Fatigue and Strain as you would during a scene break (all other scene break effects will also take place... e.g. expiring spells/abilities/etc...).
Step 2: Heroic Opportunities
Make a Ring / Tactics roll to determine if you have a heroic opportunity. Heroic Opportunities may be refused - many bear some measure of risk and you do not have to accept them, though declining them will impact your Glory. The TNs are as follows:
-Reserves: TN 4
-Disengaged: TN 3
-Engaged: TN 2
-Heavily Engaged: TN 1
-Already Refused a Heroic Opportunity -1 TN
If you are successful and have a Heroic Opportunity, roll on the chart (not listed here) to determine the type and resolve it accordingly.
Refusing a Heroic Opportunity is something the player can choose to do after rolling on the chart (meaning that they have already succeeded on the Tactics roll and know what kind of opportunity is before them).
--Refusing a heroic opportunity loses 1 Glory
--Refusing a heroic opportunity provides a -1 penalty on the Battle Round Resolution Roll
Step 3: Battle Round Resolution Roll
The Commanders make opposed Ring / Command rolls modified as follows:
---Outnumber the enemy by factor of 2: +1
---Outnumber the enemy by factor of 3: +2
---Outnumber the enemy by factor of 4: +3
---Outnumber the enemy by factor of 5+: +4
---Army's equipment is significantly better: +1
---Significantly more magical power than opposing army: +1
---Advantageous ground: +1
---Prepared positions: +1
---Raining: -1 (Attacker)
---Each refused Heroic Opportunity -1
---Each successful Heroic Opportunity +1
---Additional bonuses provided by Heroic Opportunities directly
The army that wins this roll has earned 1 Victory Point. The army that wins the roll also has the advantage grants a temporary (can be used only during the upcoming round) Void Point to each of its commanders and lieutenants.
Battle Resolution
--To win a battle you must win the Battle Round Resolution step for a majority of the battle rounds
--A small skirmish might be only 3 rounds, with 2 rounds needing to be won
--A moderate battle might be 5 rounds
--A large battle 7 and so on...
If the Victory Condition has not been achieved and the number of rounds have not been completed, return to Step 1: Declaration.