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Post by mao on Sept 29, 2022 6:12:24 GMT -5
First big props: Bushido is a truly amazing game. I remember fighting with another DM over who had to run and who got to play, I usually lost but had my share of playing too. It is a fantastic version of fantasy Japan. The Ninjas were gimmick based instead of supernaturally powered. 2 kinds of casters. but only 6 levels for advancement. I never took to 3rd ed, I liked the purity of 2nd ed. Any way enuf gushing.
It has an amazing rules for mass combat, the best I ever read.So simple...
So Bob and Paul, this is for you.
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Post by mao on Sept 29, 2022 6:37:24 GMT -5
The Basic Mechanic
Assign values for both sides.The high number should be around 10-13. the low number should not be less than say 7-9. Each side rolls 1d6. These numbers are added to the assigned numbers and the difference is subtracted from the loser. Repeat. Elegant , isn't it.below is some specifics on adding to this, but this is all you need.
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Post by mao on Sept 29, 2022 7:02:22 GMT -5
Ok you want more?
Options
Since this is part of Bobrp, we are still keeping it lite, but here is a few ideas, you probably will want to use somewhere between 3-5 optionss , but hey it's your game so go wild We are building this in steps so we are going to have both side are able to use these options.
Banzai charge +2 to roll, automatic 2 damage to your side muster magic +2 to roll, only useable once per roll Strong Defense +2 to roll but -2 to damage Standard no modifier etc.
Next Let's have some fun with this!
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Post by mao on Sept 29, 2022 8:49:16 GMT -5
How about a Mass Fantasy scenario: ! hour rounds 8 hour fight
Gen. Targ One Tusk's Ork Boyz Total 10 Tactics "Shamanz, DO STUFF: +1 to attack role(once only) Crazy Charge +3, _1 to roll for all of this fight 2 automatic damage Whut thiz?: Canons fired and blow up 2 auto damage for both sides(once only) Da boyz wander around: Normal attack
The Path of Light (elite paladins and monks) Total 9
The Paladins Charge +2, next time used +1 Once each only The Paladins lay hands:heal 2 points of damage/roll normal but can't do damage Rear Guard of The Monks. automatic escape of army, auto 2 damage, fight is over Rear Guard of the paladins army is reduced to 2, continue fight Dragon Strike of the monks +1, up to 3 times
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