Hyper-Simplified Mass Combat (3.5e Variant Rule)

== Hyper-Simplified Mass Combat ==

Introduction
D&D, and the RPG industry at large, tends to deal with individual actions of individual characters. As such, it is poorly suited for massive actions. Granted, this is a problem I have tried to tackle before, but I admit that most solutions are still very paper work intensive and/or problematic. For example, people who have used my previous system complain that Helms Deep is still a paperwork nightmare. Thus, for the first time in publication, my stupidly simple mass combat rules.

Rule Mechanics
The mass combat round is one minute. This does not affect personal combats at the time, and simply represents how the rest of the army is doing at any given time. All related creatures are grouped together into units. Related creatures are creatures on the same side actively coordinating their movements.

Each round every unit chooses any combat manuever that can be made by creatures of their type(attack, feint, total defense, etc.), as well as any additional moves, like standard movement, administering potions amongst themselves, etc. Any movement made represents what ground they can cover over a full minute, with distances equivelent to such.

Once it is determined what any given unit is doing, at the begining of a new minute each unit makes a single attack roll, choosing one attack that the unit type can make. If taking full or multiple attacks, the unit still makes a single attack but adds +5 for each additional attack. This is compared the the Armor Class of the targeted units, which can include cover, concealment, and other circumstancial bonuses if appropriate. If a structure is targeted, it is compared to the structures Hardness +10. If the attack roll exceeds this defense, the ammount above the defense is taken as a percentage of casualties. Natural 20 indicates a super effective strike, and uses the attack type multiplier on the casualty percentage. For mixed creature units, like cavalry, each creature component contributes to the attack roll as if the unit is making multiple attacks, and the unit as a whole uses the highest attack value. The unit also uses the average of all Armor Class values to determine Casualties. Weaker units with less health and armor are always lost first; if the percentage of Casualties equals the total percentage of weaker creature types left in a given unit, that creature type is lost and no longer contributes to the attacks or AC of the unit as a whole.

The roll is also used for opposed skill checks and other such mass warfare situations, like hiding, reading enemy movements, using terrain, crossing terrain, etc.

Casualties are the percentage of incapacitated units. If the individuals of a given unit are small in number they instead take the damage as a percentage of hit points lost, as is also the case with structures. Casualties exceeding 100% deal any remaining casualty damage to nearby units and any neutral structures or units, dividing the damage equally among the factions. A units that takes 30% casualties is Shaken on the next round, 50% casualties is Fightened, and 70% casualties is Panicked.

Each new mass combat round resets the units count to 100%. This represents the survivors being more spread out and having better opportunites for maneuverability and cover over larger and healthier units. However, if the map indicates only a small number of reamining units left (20-15 or less, depending on individual GM skill and preference) the unit cannot participate in mass combat and takes actions on the individual comabt scale. Structures do not benefit from this casualty reset, accumulating Casualty damage as percentage of hit points lost.

Actions taken on the individual comabt scale can affect mass combat. Actions that would reduce the number of effective combatants on the mass combat scale are counted in the casualty total at the end of the mass combat round, as well as actions that either restore or swell the ranks.

Examples- Orcs v Elves
This combat uses the stats for the orc warrior and the elf warrior found in the SRD. There are 100 orcs and 50 elves.

Round 1- The elves have hidden themselves in the wood as the orcs search for their foe. The elven units roll a total of 15 for Hide, while the orcs roll only a 10 for Spot, thus are not aware that their double movement is leading right into the 100 ft kill zone of the elven bowmen.

Round 2- The elves launch an all-out attack of arrows on the orcs, who are flat-footed and confused. The elves roll a natural 20 on the attack, totaling a 23 attack roll on a AC of 13- 30% casualties for the orcs, who will be Shaken in the next round and can not act right now.

Round 3- As a band of adventuers enter the battle, the elves continue their barrage as the orcs charge. The elves get a total of 10 on this attack roll- not enough to cause any more casualties. The orcs, however, charge the elves and 19 attack vas the elven cover-boosted AC of 17- 2% casualties. However, the adventuering party manages to kill 20 orcs in that minute on the individual scale, thus orc caualties are at about 29%- damn close to leaving them shaken again, but not quite enough.

Round 4- The elves are not comfortable fighting the orcs up close, and thus are withdrawing and fighting defensively as the orcs charge on. The elves roll 16 against the orcish AC of 12, resulting in only 4% casualties. The orcs, however, roll a nat 20 vas the elven armor of 17, totaling 16% casualties. However, those pesky adventurers ogt lucky with some well placed area effects that had some friendly fire to it, killing 10 elves and 23 orcs, bringing the casualty count to elves 36%-ish and orcs 50%, meaning the elves are Shaken but the orcs are Frightened.

Round 5- The orcs retreat at full run under a hail of elven arrows, and thus do not get to attack. The elves are shaky with their bows, however, and only roll a total of 8- not enough to reduce orcish nembers. However, the battale is over and it is time to collect the elven dead and loot the orcish dead.