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War
ar never changes; but it could. The carnage 1  

W
War
and slaughter that come with it are
inevitable and certain as death, though Chapter 1: Rules Tweaking 2
when portrayed in game, it can take hours Order of Play 2
to describe and play out. Timing 2
Traditional combat inevitably slows the Damage 2
speed of the narrative, and while it allows Modifiers 2
for careful and focused action in small, concentrated Chapter 2: Traversing battle 3
encounters, in mass battles, where armies collide in Setting the scene 3
vast battlefields, there often are too many calculations to Planning Actions 3
make, and too many elements playing out at the same Ability checks and resolution 4
time. As a result, we sacrifice the stress and high Outcomes 4
tension of mass combat, taking a long time in long Enemy Damage 5
turns, moving multiple pieces and rolling avalanches of Unique Figures 5
dice. Special events 5
To maintain the atmosphere of battle, we need to Chapter 3: Balance of Power 6
develop ways to shorten the amount of calculations Power Shifting 6
needed, dice rolling, and mostly; time spent waiting. Ending a battle 6
Presented here is a concise, shortened way of 7
handling large-scale battles. The scale and mayhem of Chapter 4: Examples
each scene are presented as puzzles, where multiple
events are calculated at the same time, in simple ways, Roll Credits
and where players can strategize and handle situations Written and created by Christos Mouyiannos.
at their own pace. Images (and hands) generated, provided and legally
The focus of this method is the purpose that a party of liscensed by midjourney.com
adventurers would have in a battlefield, and the Formatting via the excellent tool that is
unceasing, relentless narrative of chaos. homebrewery.naturalcrit.com
This system bends a lot of the game’s rules, and Special Thanks to the masters who created the
introduces new ones, with two main goals in mind. To Homebrewery, and the future that is midjourney; the friends
describe an extended amount of time with as few rolls and allies who helped with edits and suggestions on

as possible, and to reduce the number of calculations structure and balancing, you, for purchasing and reading up
to this point, and those willing to playtest, or offer further
DM’s and players have to make, to as few as possible. feedback, comments, and/or encouragement!
The intent is to have DM’s think of mass combat as a Special Apologies to the friends and allies who helped with
complex chase sequence. With the rules for chases as a edits and suggestions on structure and balancing, and any
basis, this system allows the creation of mass combat DM or player who suffers as a result of this.
scenes with just a few rolls. The main difference is that
it allows a player to fully utilize the abilities, and takes  
into consideration how such abilities might affect
players’ progress, even the outcome of the battle.
For this reason, while using this system, special rules
are applied. While it may seem complicated and
crowded at first, if you keep in mind that they all work to
describe multiple things happening at once, the system
can quickly become intuitive and easy to remember.
If you run into a situation you feel can’t be accurately
described or represented by the following rules, improvise!
Much of this ruleset is open to interpretation, and there are a
lot of nuances that can affect a battle in unforeseen ways. Do
not feel constrained by this set of rules, and try to change the
system to suit your players’ and your own needs.
Special Rules Damage  
Order of Play To reduce time spent calculating and tracking
damage for individual targets, damage a player deals
If the characters have a moment to think how they during their turn via attacks or spells, is instead
engage a situation, players can choose the order of removed from the amount of damage they would
initiative. Otherwise, they roll normally. take.
During their turn, a player declares their action, and Effects that deal damage over multiple turns are
chooses a maneuver (described later in this chapter). taken into account every turn, unless the player
Players can take only one bonus action each turn, moves away from their area of effect.
and must declare it when they take their action, but Resistances, immunities and vulnerabilities are
can take any number of reactions between turns, applied normally.
whenever they want. Enemies deal damage simultaneously. The amount
of hits they deal is explained in chapter 2.
Players take double damage on a roll of 1, and deal
The rule for reactions excludes opportunity attacks, which
double damage on a roll of 20.
players can’t take. In war, every attack is an opportunity If you have a mount or a familiar, you can divide
attack. damage you take between them and yourself.
Modifiers
Timing
Because each roll in this sequence represents
Turns don’t represent a set amount of time, but multiple events, modifiers that would change your
instead, the time a player’s action takes depends on roll are applied differently. Gaining advantage,
their rolls’ results, and the greater narrative. disadvantage, or a bonus or penalty, such as by
Given that turns represent longer periods of time, conditions, features such as bardic inspiration, or
players might expect that they would be able to cast spells such as shield, true strike or bane, are all
more spells, get more attacks, etc. This system applied differently, based on the effect’s duration.
assumes that even when granted longer time, the If the effect would be applied to only one roll, or
chaos and disorientation of war would slow a multiple rolls in only one turn, that effect only
character’s ability to perform even their most increases or reduces the player’s roll by 1.
common habits; so they can unfortunately achieve Up to 2 effects can be added simultaneously.
less in longer time. If you are affected by contradictory effects, such as
having disadvantage on an attack, but a bonus die
Imagine casting a spell mid-battle to be just as easy as drinking from the guidance spell, those instances cancel each
other out, even if there are more positive effects than
a cup of hot tea without spilling any. The base process remains
negative, or vice versa.
the same, but it requires ducking, and a lot more complex hand-
If you would gain a benefit or penalty for a duration
waving.
of multiple turns, you apply that to your turn’s roll
normally.
 
Traversing battle Evasive. The player’s movement speed is doubled. If  
The scene must be presented as a problem for players the player’s action would deal damage, they roll the
to solve, and they can take some time to plan ahead, total amount of damage they would deal, and
hidden behind corners, and act in coordination, move as subtract half, rounded down, from the total damage
a group, or take their actions alone or in order, as if in they take.
Fight through. Players roll the total amount of
regular combat. Their enemies and allies take no turns damage their chosen action would deal (such as an
of their own, but instead make their own rolls when the attack action, or a damaging spell), and subtract that
players do. The results of each moment are calculated amount from the total damage they take. If the
in a few simple rolls, repeating the following steps. damage you deal exceeds the damage you take, you
1. Setting the scene get a +1 to your next roll.
Band together. The player moves with another player
2. Planning and actions within 10 feet of them, forming a band, and makes
3. Ability checks and resolution no roll to resolve this turn. On their turn, the player
4. Damage calculation being helped makes the turn’s roll with advantage.
5. Special events When calculating hits taken, use the lowest armor
Chapter 3 contains examples of all of the following class among players moving together, but the players
phases, and how they can be interpreted for a multitude decide among themselves how to divide the damage
of scenarios. (rounding up each time). They each deal their own
damage separately, though the helping player deals
Setting the scene only half damage.The band movement speed is equal
The DM describes the scene, including multiple to the movement speed of the slowest among the
elements that might affect the players: banded players. No more than two players can move
as a band.
Weather, visibility, and other ongoing effects.  
Obstacles and hazards
Enemy and ally types and descriptions
Unique enemies or allies, if any
Main objective, destination, or general conditions of
resolution.
Planning Actions
Players may take a limited time to plan their first moves.
A DM must always give the players the sense of
urgency, and change aspects of the battle if the players
are taking a long time, either by rolling dice for each
warring side, or by simply deciding who makes
progress, and which side loses ground.
Players may decide to declare their actions in
coordination, and move as a unit, or take their turns in
order if their plans differ.
Once a player declares what action they are taking,
they choose how they want to approach or move
through combat, from among the following categories,
and gain the appropriate effect for this turn. In certain
ways, players can avoid, flee, or escape an encounter
entirely, such as by teleportation or flying (if there aren’t
other flying enemies or enemies with ranged weapons.)
Confront. You can choose to deal the damage from
your action to a unique enemy. If you do, you become
imperiled and targeted (both outcomes are detailed
in the Resolution table).
Defensive. The player gains a +2 to their armor class
for calculating damage they take this turn. If the
player’s action would deal damage, they roll the total
amount of damage they would deal, and subtract
half, rounded down, from the total damage they take.
Ability checks and resolution Resolution  
After players decide which action they’re taking, and in
which manner, the DM determines the type of roll they
have to make. Based on the course they chose, the DM Movement

can ask the player to make an appropriate ability check, Roll Outcome Hits Taken Speed

then consulting the Resolution table for the outcome. 1 Tripped, 6 -50ft

If a player takes no action during their turn, they Daunted

make no roll, and automatically get a 1 on the resolution 2 Tripped, 6 -40ft

table. 3
Imperiled
Imperiled, 6 -35ft
Outcomes Imperiled
4 Daunted, 6 -35ft
Daunted. Despite your efforts, the enemy still gains Shielded
ground. The player that rolls next gets a -1 to their 5 Daunted 6 -30ft
roll. 6 Imperiled, 6 -30ft
Imperiled. You get too close to one of the enemies’ Shielded
lieutenants. One of the hits you take is from a Unique 7 Daunted 6 -25ft
enemy. Depending on that enemy’s features, this 8 Shielded 6 -25ft
might trigger a special event. Multiple instances of 9 Daunted 5 -20ft
this outcome are applied cumulatively. 10 Daunted, 5 -20ft
Rally. Your efforts assist your allies in gaining Imperiled
ground. The player that rolls next gets a +1 to their 11 - 5 -20ft
roll. 12 Split 5 -15ft
Shielded. You come under the protection of a 13 Daunted 5 -15ft
powerful ally. You gain advantage to your next roll. 14 Shielded 5 -10ft
Targeted. Your efforts have attracted the attention of 15 - 4 -10ft
a unique enemy. During your next turn, you are 16 - 4 -5ft
imperiled. 17 - 4 -5ft
Tripped. Caught in a maelstrom of blows around 18 Rally 4 +0
you, you lose all sense of balance. After damage, you 19 Concentration 3 +0
fall prone. 20 Rally, Targeted 3 +0
21 Mass Damage 3 +5 ft
Concentration 22 Shielded 3 +5ft
If a player rolls 19 or higher, they can maintain 23 2 +10ft
concentration on any effects they want to maintain 24 Rally 2 +10ft
active, potentially triggering a special event. 25 2 +15ft
26 Rally, Targeted 1 +15ft
Mass damage
Spells with a large area of effect, deal double damage 27 Shielded 1 +20ft

on a roll of 21 or higher. 28 Rally, Targeted


29 Rally, Targeted
1
0
+20ft
+25ft
Split 30+ Rally You take no hits, +25ft
When banded players roll an 12 or lower, they become regardless of modifiers.
separated in the chaos of combat. Only one of the
players moves, while the other one moves only half the
distance. Players take hits separately.  
Enemy Damage If a unique ally has a feature that could help a player,  
such as protection, or healing, you can choose to give
During each player’s turn, a player takes an amount of the player that benefit when they become shielded in
hits based on their roll on the Resolution table. Hits battle.
refer to the enemies’ most basic attack option (usually If a unique ally has an ability of feature that could
weapon attacks, bites, claws etc.).You can roll for the simultaneously affect multiple enemies or allies that
total damage or add the average damage presented in they could perform as an action, you can treat that as
the enemies’ stat block. a special event, the outcome of which depends on the
Additional Hits ability itself.
Enemies deal an additional amount of hits to each Wounding unique allies.
player. To calculate the amount of additional hits, Since unique allies cannot (based on this ruleset) be
subtract 10 from the character’s Armor Class, then attacked, alternative rules are put in place to account for
subtract that number from the enemy’s to Hit modifier. their ability to fight.
A unique ally falls, or becomes otherwise unable to
Additional Hits continue battle, when they take 3 wounds in the same
= Enemy’s to hit modifier - (Character’s AC - 10) round. A unique ally can suffer a wound at the DM’s
discretion, or when one of the following effects happens:
Enemies always deal at least 1 hit, even if a player’s AC When they are damaged by a special event.
is high enough to result in fewer than 1 hits when Whenever a player becomes daunted.
combined with the player’s roll. The only exception to Whenever a shielded player becomes imperiled.
this, is if a player rolls a 30 or higher on the Resolution
table. Special events
Additional effects
If the enemies basic attack has an additional effect that Certain effects can have a drastic effect on the
would require the player to make a saving throw, the battlefield, potentially altering the stakes, the progress
player doesn’t make a saving throw. Instead, the each side would make, and the elements that might
additional hits deal damage as if the player had failed affect the players’ progress through the carnage. Such
the saving throw. effects are presented as new elements within the scene,
so are set up at the end of all the players’ turn, on the
Unique Figures step called special effects. Such effects might include:
Certain allies, or enemies commonly referred to as Lair actions, if a unique enemy has any.
bosses, are powerful figures that command numbers of Spells that alter or create illusions in the terrain, if
individuals, inspiring them and driving their spirits into their controller maintained concentration.
battle. They can have devastating effects on their Spells that damage the terrain to an extent as to
enemies, but their loss can be equally devastating to cause a significant change in the battlefield, such as
their own allies. Meteor Swarm, Tsunami, Reverse Gravity, etc.
Disastrous events in battle, such as explosions,
If a unique enemy’s attack would require a player to buildings collapsing, catapult projectiles landing into
make a saving throw to resolve its effects, players the fray, etc.
always suffer those effects as if they failed that Certain Unique enemies’ abilities with large areas of
saving throw. effect, such as a dragon’s breath, a beholder’s eye
Killing a unique enemy causes a shift in the balance beam etc.
of power, described in chapter 3.
If a unique enemy has an ability that would affect Resolving Special Events
multiple players at the same time, it is treated as a When players have to make a saving throw as a
special event. result of being in the area of such an effect, they do
so normally.
Unique Allies If a special effect has a defined result, the effect is
Unique allies can be skilful, local commanders that the carried out normally,
players are familiar with, or even legendary figures that As a result of special events, DMs can give bonuses
have joined the fray of battle on the players’ side. or penalties to players’ rolls, at their own discretion.
The damage that they deal with attacks, spells, or Commonly, a +1 bonus or -1 penalty to their
other abilities is neglected. resolution roll for affecting a small number of
enemies or allies, or even advantage or disadvantage
for massive effects to the battlefield.
Chapter 3: Balance of  
Power
Though this system is built for simply traversing a
battle, players might decide they want to push through
to the end. For such cases, you can apply the following
rules for determining a battle’s outcome.
Power is depicted as a score of points. Whenever
power shifts, one side’s score increases by one, while
the other’s decreases by 1. There are multiple ways of
deciding when power shifts, and through that, when a
battle ends.
Power shifts at the end of every round, if conditions to
do so arise.
If the players’ side has a score of Power other than
zero, they apply that score when rolling for resolution.
Power Shifting
Power shifts unpredictably, with minor effects rippling
to greater consequences. What causes a shift in power
can be any effect the DM decides, but some common
cases are the following:
A unique figure falling in battle shifts the balance of
power in favor of its enemies.
Players become daunted three times in the same
round, shifts the balance of power towards the
enemies’ favor.
If players rally three times in the same round, the
balance of power shifts in their favor.
As a result of a special event that has an impactful
effect on the battlefield.
Players taking too long to join the battle. The way
that power shifts this was can be determined by
either rolling, or as the narrative demands, at the
DM’s discretion.
Ending a battle
In case the players wish to see the battle through, and
survive long enough to see its end, there are a few ways
to decide when and how a battle ends.
If the players’ goals were critical to the outcome of a
battle, the battle ends when they reach their goal.
If the balance of power shifts to +3 for one side.
lf all unique figures from one side are killed, or taken
out of battle.
Alternatively, the DM can declare that the battle has
come to an end at the end of any round. Of course, this
should be done after enough action has taken place, and
as tensions and drama rise.
 
Chapter 4: Examples a bonus action. The spell’s effects are resolved, but the  
bard makes no roll this turn.
1. Setting the scene The monk, being helped by the bard, chooses to take
You arrive at what used to be the city’s square and the attack action, choosing to fight through. Since the
trading center. Through the heavy dust and smoke you monk would use Dexterity for their attacks, the DM
can make out shadows and silhouettes locked in asks for the player to make a Dexterity check. The monk
combat. rolls, but adds the bard’s proficiency bonus to that roll,
The dwarven reinforcements have entered the city, and an additional +1 from bardic inspiration.
and rallied to free it from the fiendish invaders. Riding The sorcerer chooses to cast the Dimension Door
their goats, they wave their axes into the devils spell. Since the spell’s range would move the sorcerer
underfoot. across the battle, the DM decides that the sorcerer has
All around you, the devil-borne chains whirl, avoided the conflict. Having reached safety, the sorcerer
splattering blood and gore, choking the dust with the makes no roll this turn, or on any subsequent turns,
smell of iron and sulfur. unless they choose to rejoin the combat.
Through the screams of this carnage you hear sounds  
of something heavy flying over the sea of slaughter.
Above you, you can make out the shape of their
lieutenant, the heavy, armored fiend you saw before;
flinging its enemies, now mere corpses, into the air with
every swing of its heavy mace, casting fire to those who
try to run, preventing their escape.
You know that across the square, and past this
violence, lies the alley you must take to reach the palace
ruins.
How will you traverse this?
2. Planning and Actions

The Paladin decides to fight through battle, taking the


attack action, and using their smite bonus action. Since
the paladin uses their Strength for their attacks, the DM
asks for the player to make a Strength check.
The rogue decides to take the Dash action, and to
Dash again as a bonus action, moving evasively. The
DM then asks for the player to make a Dexterity check.
The wizard casts a spell that would damage their
enemies, choosing to fight through. Since the wizard
uses Intelligence for their spells, the DM asks for the
player to make an Intelligence check. The spell’s
damage is removed from the damage the wizard takes
this turn.
The druid casts a healing spell, and chooses to move
defensively. The spell’s effects are resolved, then the
DM applies the defensive effect, but since the druid
dealt no damage, damage they take this turn is not
reduced. Since the druid uses wisdom for their spells,
the DM asks for the player to make a Wisdom check.
The warlock chooses to move evasively, and casts a
spell that alters themselves or that manipulates the
battlefield, such as an illusion or wall spell. The spell’s
effects are resolved, and if the spell would affect the
battlefield, the DM treats it as a special event against
the players’ targets. Since the warlock uses Charisma
for their spells, the DM asks for the player to make a
Charisma check.
The bard casts a spell, choosing to band together with
the monk. The bard then uses their bardic inspiration as

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