Flagg
The Most Electrifying Man in Sports Entertainment
Note: This is mainly aimed at lowguppy and SiD, but anyone else familiar with HoS should feel free to chime in.
You might be aware from another thread that I'm running a game where the PCs are aiding a peasant rebellion in a Threshold satrapy.
My players definitely want to get involved with the strategic aspects of things, but I've been struggling to find a good system for adjudicating military logistics and large-scale battles. My players aren't too keen on the mass combat rules.
This past weekend, while playing Hammer of the Scots with lowguppy and SiD, I was struck with the idea of adapting the system a bit to work in my game.
I already have a map of Geald broken out into separate territories as a game board. Here are some thoughts I had about modifications:
Thoughts?
-S
You might be aware from another thread that I'm running a game where the PCs are aiding a peasant rebellion in a Threshold satrapy.
My players definitely want to get involved with the strategic aspects of things, but I've been struggling to find a good system for adjudicating military logistics and large-scale battles. My players aren't too keen on the mass combat rules.
This past weekend, while playing Hammer of the Scots with lowguppy and SiD, I was struck with the idea of adapting the system a bit to work in my game.
I already have a map of Geald broken out into separate territories as a game board. Here are some thoughts I had about modifications:
- Set in the North, there should only be 3 seasons (Fire, Wood, Earth) which allow for troop movements and battles. Air and Water (on my revised Imperial Calendar) will be considered the "winter".
- Each turn will be one season, thus making each year three turns long.
- Instead of cards, each side will get an Attribute+War roll, difficulty 5. Each success allows for one movement. Events are unnecessary, as this kind of stuff will be roleplayed and stunted instead.
- As this is a popular rebellion, certain territories may erupt into war spontaneously. On the first turn of each year, the PCs can roll 1 die for each victory they acheived in the previous year. Each success allows them to gain a new infantry unit, at full strength, and place it in any enemy held territory on the map. This will be resolved as a normal battle, and will effectively  pin the enemy units.
- Finally, instead of rolling 2d6, each unit will have an attack pool, and a DV. The attacking unit rolls its attack against the defender's DV. If they get at least one success, it damages the enemy unit. This will allow me some flexibility in assigning stunt bonuses for well described battle strategies. Units will also have a speed rating (similar to HoS's ABC rating) which determines the order of attacks.
Thoughts?
-S