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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
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