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Post by mao on Sept 10, 2017 15:49:21 GMT -5
OK you boil down the armies to a single number between 5-15. each side rolls a d6 you add in small bonus' for good planes rping etc. subtract high roll from low roll and damage the loser by the differance(If you thing youve seen this before, I stole this from Bushido.
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Post by Admin Pete on Sept 10, 2017 19:09:33 GMT -5
OK you boil down the armies to a single number between 5-15. each side rolls a d6 you add in small bonus' for good planes rping etc. subtract high roll from low roll and damage the loser by the differance(If you thing youve seen this before, I stole this from Bushido. I don't simplify it to a single roll, but I do cut it down quite a bit from making thousands of rolls. This can be done easily at the table, I am not sure how to make that fun in a pbp, I may find out though.
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Post by distortedhumor on Sept 23, 2017 16:23:56 GMT -5
One idea would be this, give each a rating, then combat it down using T&T style combat with plenty of D6s.
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Post by ripx187 on Sept 23, 2017 19:44:29 GMT -5
The only mass combat that you ever have to run is the equally balanced ones, but considering that your options are so limited due to few troop varieties, to me it gets boring. The act of command is more important than dice rolls, thus the law of averages dominate. If combat HAS to be ran, I do my best to get it down to skirmish level, combat is ran basically the same, but the damage is sped up to 1 Hit = 1 HD. Wizards have 1/2 a HD per level, thus a 9th lvl wizard could be hit 5 times, Rogues and Clerics are normal but Fighters have double HDs, so a 10 lvl Fighter could take 20 hits.
It isn't always perfect, I usually do have to adjust things for the specific scenario. The point typically isn't the combat itself, it is the decisions which the players make.
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