{"id":7529,"date":"2016-11-18T07:00:52","date_gmt":"2016-11-18T13:00:52","guid":{"rendered":"http:\/\/www.d20radio.com\/main\/?p=7529"},"modified":"2016-11-19T06:38:09","modified_gmt":"2016-11-19T12:38:09","slug":"the-gm-awakens-making-combat-massive-part-3","status":"publish","type":"post","link":"https:\/\/www.d20radio.com\/main\/the-gm-awakens-making-combat-massive-part-3\/","title":{"rendered":"The GM Awakens \u2013 Making Combat Massive \u2013 Part 3"},"content":{"rendered":"<p><em>This series follows the trials, tribulations, successes, and failures of a fairly inexperienced GM who has recently picked up the hobby after a long time away. It aims to assist new GM\u2019s by examining what worked, didn\u2019t work, and what failed miserably as he spins up new campaigns, modules, encounters, and adventures for his friends and family in Fantasy Flight Games\u2019 <\/em>Edge of the Empire\/Age of Rebellion\/Force and Destiny<em> system.<\/em><\/p>\n<p>This is the final part in my series devoted to mass combat used in your own roleplaying games.\u00a0 I am using, as a basis for the discussion, the rules for mass combat in the Star Wars RPG lines from Fantasy Flight Games.\u00a0 In <a href=\"https:\/\/www.d20radio.com\/main\/the-gm-awakens-making-combat-massive-part-1\/\">Part 1<\/a> I introduced the system included in FFG\u2019s game lines overall, and explained how I structured my first mass combat adventure for my players.\u00a0 In <a href=\"https:\/\/www.d20radio.com\/main\/the-gm-awakens-making-combat-massive-part-2\/\">Part 2<\/a>, I reviewed the changes I made after our first session, and the things I did to improve the adventure going forward.\u00a0 I talked a lot about the connectivity and synergy between all the phases and making the actions the PC\u2019s do in their encounters affect the overall phases of battle.<\/p>\n<p>Much of the discussion centered around the system developed by FFG for the Star Wars game lines.\u00a0 But after building mass combat adventures in the system, and working through its mechanics, I believe a similar system can be implemented in just about any d20 system.\u00a0 So what you\u2019re about to read is quite experimental and a bit of a reach.\u00a0 I\u2019ll be anxious to hear responses and ideas from readers on the subject.<\/p>\n<p>At its heart, the mass combat rules of FFG\u2019s system center around the concept of phases of battle, and a roll between each phase to determine the ebb and flow of the battle around the characters.\u00a0 While FFG does this using their trademark narrative dice, I think we can accomplish the same thing in d20, with a bit of tweaking.\u00a0 Here is an example of how to possibly port the mass combat system into a d20 game.<\/p>\n<p>First, we need to decide how difficult the battle is.\u00a0 This determines what number on a 20-sided die the PC\u2019s need to roll to &#8220;win&#8221; each phase.\u00a0 This is similar to estimating the attacking and defending forces in the FFG system.\u00a0 For our example, imagine a Dungeons &amp; Dragons type d20 game where the party has to assist a king\u2019s army in besieging a large castle.\u00a0 Our PC party will be part of the attacking forces.\u00a0 The king has several companies of forces including soldiers and archers, as well as a line of catapults behind the walls.\u00a0 The gate is heavy and reinforced with no side or back entrances.\u00a0 The attacking forces have a battering ram, heavy horsemen, soldiers, and archers.\u00a0 The attackers are led by an experienced captain, a ranger with over 20 years of battle experience.\u00a0 The defenders are led by a king who has defended his castle on several occasions.<\/p>\n<p>Let\u2019s say on paper, the battle is a 50\/50 shot to start.\u00a0 So, the PC\u2019s need to roll an 11 or higher on a 20 sided die on their mass combat check between the phases.\u00a0 This can be modified, however, based on what we know about the attacking or defending forces.\u00a0 The higher the number needed on a d20, the harder it is for the PC\u2019s side to win.\u00a0 Perhaps the defenders are tough and behind a huge, reinforced wall.\u00a0 Let\u2019s add +2 to the roll (now 13 or higher).\u00a0 However, the attackers have a battering ram, so let\u2019s subtract -1 (for a roll now needing a 12 or higher).\u00a0 The defenders are led by a king who is used to defending this castle, so we\u2019ll add +2 to the roll.\u00a0 But the attackers have a better commander than the defenders\u2019 king, so we\u2019ll subtract -3 from the roll.\u00a0 Finally, the defender\u2019s catapults add an element the attackers cannot duplicate, adding a +2 to the roll.\u00a0 <em>So our base mass combat check roll needed by the PCs between the phases is a 13 or higher to \u2018win\u2019 the phases.<\/em><\/p>\n<p>Second, we need to split our adventure into phases.\u00a0 We could split things up like this:<\/p>\n<p><strong>Phase 1: \u00a0<\/strong>The attacking army arrives at the castle.\u00a0 A battering ram is deployed and used on the large front gate.\u00a0 Archers from the inside of the castle try and thin out the attacking force while a small group of soldiers attack the battering ram.<\/p>\n<p><strong>Phase 2:\u00a0 <\/strong>The attacking army manages to breach the castle walls somehow.\u00a0 The fight spills into the outer edges of the interior of the castle.<\/p>\n<p><strong>Phase 3:\u00a0 <\/strong>The defenders have to stay vigilant long enough for the attackers to be thinned out.\u00a0 The king retreats to an emergency shelter inside the castle.\u00a0 They must defend the king and ensure he lives while causing the attackers to retreat.<\/p>\n<p>Next, while the PCs play each phase, set up an encounter for them.\u00a0 If they are successful in the encounter, adjust the mass combat roll needed down.\u00a0 If they are defeated, explain narrative reasons why the mass combat roll needed is increased.\u00a0 This part is key because it is how the FFG mass combat system elegantly connects PC actions and consequences to the larger battle.\u00a0 Let\u2019s look at the first phase for a possibility.<\/p>\n<p><strong>Phase 1 encounter for the PCs:<\/strong>\u00a0 The team must protect a group of attacking NPCs using the battering ram to break down the front gate.\u00a0 The defenders send a squad of soldiers out to destroy the battering ram.\u00a0 The PCs must defend the battering ram while it tries to bring down the castle\u2019s front gate.<\/p>\n<p><strong>If the PCs defend the battering ram and the NPCs using it for 5 rounds:<\/strong> \u00a0Subtract -2 from the mass combat roll leading to phase 2, the attackers can breach the gate soon.<\/p>\n<p><strong>If the PCs allow three or more NPCs using the battering ram to die in 5 rounds:\u00a0 <\/strong>Add +2 to the mass combat check before phase 2, the ram is nearly destroyed.<\/p>\n<p>So now the fun part\u2026the mass combat check! \u00a0Not only that, we need to determine what happens depending on the roll.\u00a0 The GM should have this pre-planned and should be ready for both winning and losing the check for the PC\u2019s.\u00a0 Not only have narrative ready, but the mechanical effect on the mass combat roll.\u00a0 Things like:<\/p>\n<p><strong>If the PCs win the check: \u00a0<\/strong>The battering ram is safe.\u00a0 After several minutes of smashing it into the castle gates, the gate falls in allowing attacking troops and heavy cavalry to pour into the front of the castle.\u00a0 The army surprises the defenders and is able to destroy several of the catapults behind the walls, ensuring that many more troops survive.\u00a0 Between phases 2 and 3, the mass combat roll gets a -2, making it easier for the PCs to win the next check.<\/p>\n<p><strong>If the PCs fail the check:\u00a0 <\/strong>The defenders kill several of the men assigned to the battering ram.\u00a0 The gate holds much longer, and as a result, many more attackers perish trying to scale the walls.\u00a0 Half of the heavy cavalry is wiped out from the catapults which are still in operation.\u00a0 All attackers must use ladders to scale the castle walls at great cost.\u00a0 Between phases 2 and 3, add a +2 to the roll needed to win, making it harder for the PCs.<\/p>\n<p>Keep putting encounters together for each subsequent phase that involve the PCs.\u00a0 Make each success or failure affect the difficulty of the mass combat checks.\u00a0 Just keep track of the magic number the PCs need to roll at least to win each phase of combat.\u00a0 Adjust it up and down depending on what the PCs accomplish or fail, as well as the result of the previous mass combat check.\u00a0 Keep carrying the number needed from phase to phase as it adjusts.\u00a0 If you do this, you should be able to connect the phases and PC encounters, all escalating to a climactic finish.\u00a0 If the PCs win the final check, the larger, overall battle is a success for the PCs as well.\u00a0 Or, if they fail the last check, perhaps regardless of how well the PCs fought, the army was simply unable to kill the king and take the castle.\u00a0 Now we have an uncertain, dynamic backdrop to the PCs exciting encounters and can make them feel responsible in part for its success or failure.<\/p>\n<p>This idea is quite an experiment so please tell me what you think!\u00a0 Can you adopt this phased mass combat mechanic into a d20 system?\u00a0 How well would this work?\u00a0 Would you adjust it in any way?\u00a0 I\u2019m truly interested in responses because my players felt that mass combat was a great type of adventure that really made things feel epic and cinematic for the group.<\/p>\n<p>Thanks to all for allowing me to take a deep dive into the construction of mass combat encounters! \u00a0I hope you enjoyed the series.<\/p>\n","protected":false},"excerpt":{"rendered":"<div class=\"mh-excerpt\"><p>This series follows the trials, tribulations, successes, and failures of a fairly inexperienced GM who has recently picked up the hobby after a long time <a class=\"mh-excerpt-more\" href=\"https:\/\/www.d20radio.com\/main\/the-gm-awakens-making-combat-massive-part-3\/\" title=\"The GM Awakens \u2013 Making Combat Massive \u2013 Part 3\">[&#8230;]<\/a><\/p>\n<\/div>","protected":false},"author":1164,"featured_media":236,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_ef_editorial_meta_date_first-draft-date":"","_ef_editorial_meta_paragraph_assignment":"","footnotes":""},"categories":[25,970],"tags":[66,165,65,64,38,67,61,941,47,181],"class_list":["post-7529","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-ask-a-gamer","category-gm-awakens","tag-age-of-rebellion","tag-dd","tag-edge-of-the-empire","tag-fantasy-flight-games","tag-ffg","tag-force-and-destiny","tag-gm-advice","tag-mass-combat","tag-star-wars","tag-swrpg"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>The GM Awakens \u2013 Making Combat Massive \u2013 Part 3 - d20 Radio<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, 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(Rock Chalk, Jayhawk! Just outside Kansas City for those who don't know.) Scott is a veteran of several role playing, table top miniatures, video, and board games, starting with the Atari 2600 when he was 6, and the classic red box Dungeons and Dragons game when he was 12. After a long hiatus away from the hobby, Scott has recently picked up gaming once again, and is running two different campaigns in Fantasy Flight Games' Edge of the Empire\\\/Age of Rebellion\\\/Force and Destiny lines. He is an avid X-Wing miniatures player, as well as Armada, Imperial Assault, Space Hulk, and Rebellion. (His family is obviously a Star Wars family, right?) 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