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Pathfinder Chronicles - Der Zorn der Gerechten / Die Kunst des Krieges
« am: 31.03.2019, 22:04:08 »
Hausregeln Mass Combat
Ausrüstungsoptionen für die Truppen (Anzeigen)
Mounts: The mounts resource assume mounts of animal intelligence with no significant powers, such as warhorses and war dogs. Mounts upgrade the mobility, DV/OM of the army, and size of the army. DV/OM both increase by 1. Speed rises to that of an encumbered mount. (4 for war horses and war dogs). Size changes according to the size of the mount, compared to the size of the individual unit of the army. Note: in our games horses occupy a 10X5 ft space, (despite being considered large), and thus just double the army's size. (Assuming medium creatures).
Siege engines: The army has ballistas, catapult or the like. At the start of each battle the army must decide whether to lay out and use the siege engine, or have it packed and not use it. If the siege engine is used it grants Ranged attack at +2, but the army's movement is reduced to 1. Furthermore, in order to fire the siege engine, the army must not have moved during the previous round. If used against fortifications, roll a second attack against 10+ fortification modifier, and reduce the damage from the fortification.
1st level potions: Limited- 3 uses only. The potions can heal 1 ACR worth of hit points, add 1 to OM or DV, or 2 to movement or morale. All for 1 round. With the GM's agreement, the type of potions can be divided into 3 different types, of 1 use each.
2nd level potions: Same as 1st level, but possibly with other effects, of 2nd level spells, as agreed between player and GM. For example- invisibility (Adds +10 to hidden movement).
Engineer Crew: This crew can provide solutions for difficult kinds of terrain. The army must move adjacent to the terrain, and then guard the crew (The army cannot move). Until the work is done. Each obstacle is assigned a difficulty level (Similar tot fortifications). On the army's movement phase, the crew roll 1d20+ACR vs. a DC of 10+ obstacles' difficulty. The "damage" reduces the obstacle's difficulty. (And makes it easier for the crew next time. Once an obstacle's difficulty is down to 0, the hindrance is posed is overcomed.
Resource | Effect | Purchase | Consumption |
Improved armor | +1 to DV, not magical | 3 | +1 |
Magical armor | +2 to DV total | 15 | +2 |
Improved weapons | +1 to OM, not magical | 5 | +1 |
Magical weapons | +2 to OM total, Bypasses magic DR | 25 | +2 |
Special material weapons | Bypasses DR | 1 per 50 gp of material | +0 |
Short range weapons | Enables short range | 1 | +1 |
Long range weapons | Enables long range | 3 | +2 |
Mounts | See description below | 12 | +2 |
Siege weapons | See description below | 15 per engine | +3 |
1st level potions (3 uses) | See description below | 3 | - |
2nd level potions (3 uses) | See descriptions below | 15 | - |
Provisions | Pay for consumption when no supply | 1BP per 1BP's worth | - |
Casters | 2/ battle upgrade 1 stat by +2 for 1 round | 10 | +3 |
Healers | 2/ battle heal twice ACR hp to the army | 10 | +3 |
Expert scouts | Grant 1 reconnaissance to the army at +2 | 10 | +3 |
Morale boosters | 2/ battle increase morale by +2 for 1 round | 5 | +1 |
Engineer crew | See description below | 10 | +3 |
Mounts: The mounts resource assume mounts of animal intelligence with no significant powers, such as warhorses and war dogs. Mounts upgrade the mobility, DV/OM of the army, and size of the army. DV/OM both increase by 1. Speed rises to that of an encumbered mount. (4 for war horses and war dogs). Size changes according to the size of the mount, compared to the size of the individual unit of the army. Note: in our games horses occupy a 10X5 ft space, (despite being considered large), and thus just double the army's size. (Assuming medium creatures).
Siege engines: The army has ballistas, catapult or the like. At the start of each battle the army must decide whether to lay out and use the siege engine, or have it packed and not use it. If the siege engine is used it grants Ranged attack at +2, but the army's movement is reduced to 1. Furthermore, in order to fire the siege engine, the army must not have moved during the previous round. If used against fortifications, roll a second attack against 10+ fortification modifier, and reduce the damage from the fortification.
1st level potions: Limited- 3 uses only. The potions can heal 1 ACR worth of hit points, add 1 to OM or DV, or 2 to movement or morale. All for 1 round. With the GM's agreement, the type of potions can be divided into 3 different types, of 1 use each.
2nd level potions: Same as 1st level, but possibly with other effects, of 2nd level spells, as agreed between player and GM. For example- invisibility (Adds +10 to hidden movement).
Engineer Crew: This crew can provide solutions for difficult kinds of terrain. The army must move adjacent to the terrain, and then guard the crew (The army cannot move). Until the work is done. Each obstacle is assigned a difficulty level (Similar tot fortifications). On the army's movement phase, the crew roll 1d20+ACR vs. a DC of 10+ obstacles' difficulty. The "damage" reduces the obstacle's difficulty. (And makes it easier for the crew next time. Once an obstacle's difficulty is down to 0, the hindrance is posed is overcomed.
Obstacle | Difficulty level | Hindrance |
Fortifications | 2-16 | Adds defense to defender's DV, may block movement |
Trapped area (Mines, holes, swamp) | 4-12 | Attack with difficulty level any enemy that enters |
River | 2-8 | Lowers or blocks movement, reduces DV of crossers |
Rocky terrain | 2-8 | Halves movement. |
Begriffsdefinitonen (Anzeigen)
- The term "Army" denotes any composition of mostly the same kind of individuals. This can be 20 elven rangers lvl 2, or 500 dwarven fighter 4, or a horde of 2,000 dretches. For game purposes they are all "armies". An army is the basic "character" that acts in the battle- the unit/ miniature that moves on the battlefield, attacks and so on. If you have an army of say 50 archers and 50 fighters then for game terms these are 2 separate armies.
- The term "Battle" refers to the entire battlefield- all armies on a tactical map. Similar to an "Encounter".
- The term "Engagement" means two (or more) armies in melee combat. Battle is simultaneous. Clashing armies fight at the same time, not one before the other. Battle is conducted in 5 phases (see later). Initiative is used for movement only, to represent maneuvering. Initiative is rolled each round, to show the shifting change of battle.
- The term Army Challenge Rating (ACR) Measures the army's "toughness", a sort of a CR for an army. It is used to determine many of the army's stats. It is affected mostly from what type of base usnit comprises it (race and class), and numbers of units. (Explained later). This works exactly as it does in the Paizo rules.
- The term Commanders refers to notable leaders of armies that grant them special bonuses- mainly morale, but at times special abilities called Boons. PC's usually take up this position. These are exceptional leaders. Not everyone is considered a "commander", even if they lead the army. An army doesn't need a commander, but it greatly upgrade it's effectiveness. Commanders are explained below.
- The battle grid is a regular square grid, not a hex grid. Each square is about 100 ft X 100 ft. it can fit 100 medium or small sized units, 25 large ones, and so on) A bigger army may take more than one square. Like a swarm, such armies can change shape (But all squares must share a full border (not a corner) with at least one other square.
- Each "round" of tactical mass combat takes 1 minute.
- The Morale Check: Used to change tactics, change strategy quickly and to prevent routing: 1d20+The army's morale boost (Army's morale + Commander's moral boost). DC is usually 15.
Armee Template & Statblock (Anzeigen)
- Army Challenge Rating (ACR): How tough an army is, a sort of a CR.
- Army size: The size of the basic troop plus the amount of troops affects how many "squares" does the army take. Bigger armies have more affect on the field, but are also harder to move. At times. Even if an army takes more than 1 square, it is still considered a single unit, and does not get extra actions. See combat for more info.
- Hp: Similar to a character's hit points, this symbolizes How much damage can the army take. Up to half hit points, the damage means wounds, but those can be healed. Beyond half and the army was beaten enough to take casualties, and it's total hp is reduced, unless you can get reinforcements. An army's hit point is ACRx basic unit's max hit points (So if you have an army of rouges of ACR 3 it's 3x8=24).
- DV: Defense value: This is like the army's AC, and is static. Different strategies, tactics, resources, terrain and more can affect this. The higher the better of course. An army's DV is 10+ACR. (So the above army has a DV of 13) This value is sometimes used for other rolls as well.
- OM: Offensive modifier: Like the attack bonus. You roll 1d20 and add the OM and compare to the DV. If you passed it, then the difference is the damage to the enemy. An army's OM is it's ACR. (So the above army has an OM of +3). This value is sometimes used for other rolls as well.
- Initiative: Battle is largely simultaneous. However, initiative is used to determine who moves first in the movement phase. Initiative is rolled each combat round. An Army's initiative equals to it's ACR.
- Morale: An army's morale affects how easy it is for it to change tactics, keep on fighting and similar affects. Morale ranges from -4 to +4. If an army gets to -5 morale it disbands. Affects on morale are mostly affected by game events, and the tide of battle. A new army begins knowing with a morale of +0. Note that a Commander's can boost morale beyond this.
- Tactics: The training an army had to fight in certain ways. These works as buffs and special effects in many ways. An army knows only a limited number of tactics. A new army begins only with standard (No effect) and withdraw (To try and disengage from an army). Armies may learn tactics through winning battles.
- Speed: Basically the base speed of the base unit divided by 10 rounded up. (So 20 ft is 2, 30 ft is 3 and so on). A hustling army (Double move) is considered running, -2 to DV) This is used in the movement phase. Movement is also used for larger scale movement- on a strategic map, which is covered by the Paizo rules.
- Resources: These affect the army's ability beyond it's ACR (ANd do not affect it! Better weapons, mounts, potions, bards and more. These are divided to two- Equipment (Mounts, better weapons, potions and the like) And support troops (Healers, special scouts and the like).
- Specials: Depending on the type of troop (Monster or class). An army may have some abilities.
- Consumption: An abstract to the logistic requirement of an army- expenditure per week. An army that cannot meet it's consumption loses morale. Consumption can be used to boosts a morale temporarily by "splurging" and expending more. An army can either have supply trains or posts, or it can carry it's own stock. An army's basic consumption equals to half it's ACR. The consumption by resources is affected by the army's size.
Schaden an Armeen, fliehende Armeen, besiegte Armeen (Anzeigen)
- Basic attack and defense: Similar to regular combat- Roll 1d20+ OM and compare to the DV of the defender. The difference is the damage dealt. You don't roll for damage. Rather, the difference between your attack to the opponent's DV is the damage dealt to the enemy. A natural 20 on attack overwhelms the enemy. It needs to roll a morale check vs. 15 or suffer -2 to DV and OM next attack phase.
- Damage: If an army suffer up to half it's hit point the damage can be restored- those are wounds that can be healed. Any more and there are casualties amongst the army. If the army survives the engagement roll 1dACR for every round in the engagement the army's HP were half or below. Reduce this number from the max hp of the army (not the current). These hp can be restored by replenishing the troops, but not in any other way! An example: The army of Mighty Mighty Goblins (ACR 3) has 24 hit points max. It engages another army and on the second round of engagement has it's hit points reduced to 10. On the next round it suffers 3 more damage, but the worg cavalry finishes the enemy off. The goblins roll 2d3 to see how much hp casualty they lost (2 for rounds, 3 for ACR) and roll 4. Now the army has 7 hit points, and a max of 20 hp.
- Routing: If an army's hit points are reduced to equal or less than its ACR, its commander must attempt a DC 15 Morale check. (If there is no commander, than the army tries, using only it's own morale) If the check fails, the army scatters and retreats from the whole battle, not just the engagement! (It routs). If it cannot retreat, it surrenders and is captured. When an army routs, all armies in the range of 2 squares can attempt one final Offense check at the fleeing army as a parting shot before it escapes. If the morale check succeeds, The Commander can choose between the army continuing to fight till destroyed (The army will make a routing check every round it survives) or let it scatter (without being attacked by the opponent) and reform after the battle. (With hp equal it's ACR +1) Such an army has a morale of -1, and will not engage on it's own unless the commander succeeds on another morale check. All friendly armies in the same battle suffer morale penalty of -1
- Defeat: If an army's hp have been reduced to 0, the army is defeated. It's members are dead, with perhaps a few survivors. All friendly armies in the same battle field suffer a morale penalty of -2.
Magie und Spezielle Kräfte (Anzeigen)
Special effects, innovation, creativity and power are not gone from the battlefield, but is left to the purview of powerful PCs and NPCs, in their various roles. Some general guidelines for the use of powers and spells by such characters is as follows:
- Targeting and range: Only medium or long ranged spells can affect armies not engaged. (As each square is 100 ft.) Also, two engaging armies are assumed to be mixed altogether all together in a big melee, so any affect that targets any of the engaged armies, fully affects the other as well. Spells that separate from friend from foe are ideal for this
- Buff or debuff spells: In order for them to affect the effectiveness of the army they must affect at the length of the squares it occupies to affect the army. With regular medium armies this means at least 50 ft. (for area spells that means affecting at least 25 ft radius) for half a mass combat round (5 regular rounds). The effects grant a bonus to OM or DV according to the spell level, or any other effects that may fit. If a single spell can't achieve this effect (For example, a 20 ft radius fireball) than a few castings can be made to achieve these requirements, up to 2 standard actions per commander, or up to 10 actions per PC/ NPC high level support caster. (This will be explained later in detail)
- Battle field manipulation: Spells that alter the battlefield must also affect half the length of a square to affect the square, for at least half a mass combat round (5 regular rounds) See under "Terrain and wether" For sample effects. Each effect can be discussed case by case.
- Area damage: (Fireball and the like). An area spell must cover at least half the army's squares (25 ft radius per square) to affect an army. The caster makes a ranged attack (OM= CL+ spell level) Against the army's DV. Again, multiple casting can be used to get this affect.
Kampfverlauf in 3 Phasen pro Runde (Anzeigen)
Mass combat takes place over the course of three battle phases: the Tactics Phase, the Ranged Phase, and the Melee Phase. a phase doesn’t denote a specific passage of time, leaving the GM latitude to determine how long a mass combat takes to resolve. For example, a battle in a muddy field after a rain could take place over hours and involve several short breaks to remove the dead from the battlefield, but still counts as one battle for the purposes of these rules. If there is an extended break (such as stopping at nightfall to resume combat in the morning) or the battle conditions change significantly (such as the assassination of a commander, the arrival of another army, and so on), the GM should treat each period of combat between armies as one battle. The battle phases are as follows.
1. Tactics Phase: The GM decides what battlefield modifiers apply to the battle. The commanders each select a tactic their respective armies will use during the battle.
2. Ranged Phase: Any army with the ability to make ranged attacks may make one attack against an enemy army. This phase typically lasts for 1 round (one attack) as the two armies use ranged attacks while they advance to melee range, and then use melee attacks thereafter. The battlefield’s shape and other conditions can extend this duration. If both armies have ranged attacks, they may choose to stay at range and never approach each other for melee (at least until they run out of ammunition, though the Consumption cost of maintaining an army generally means the army is capable of many shots before this happens). Armies without ranged capability can’t attack during this phase, but may still rush forward.
3. Melee Phase: The armies finally clash with melee attacks. Each commander selects a strategy using the Strategy Track, then each army makes an attack against another army. Repeat the Melee phase until one army is defeated or routs, or some other event ends the battle.
Strategy Track
On the first Melee phase, the commander selects a strategy from one of five options on the strategy track. Strategies adjust the army’s DV, OM, and damage modifier.
Once each Melee phase after the first, the commander can alter the army’s strategy. Adjusting the strategy 1 step up or down does is automatically successful and doesn’t require a check. If the commander wants to adjust strategy more than 1 step, the army attempts a DC 20 Morale check. Success means the strategy changes to the desired level. Otherwise, the army’s current strategy doesn’t change.
Attacking And Taking Damage
In mass combat, the hundreds of individual attacks that take place in one battle phase overlap each other enough that who actually attacks first is irrelevant.
When armies attack, each army attempts an Offense check (1d20 + the attacking army’s OM) and compares the result to the target army’s DV.
If the Offense check is equal to or less than the target army’s DV, the army deals no damage that phase.
If the Offense check is greater than defender’s DV, the defending army takes damage equal to the result of the attacker’s Offense check minus the defender’s DV. For example, if the attacker’s Offense check is 11 and the defender’s DV is 7, the defending army takes 4 points of damage. Because these attacks are resolved simultaneously, it is possible that both armies may damage or even destroy each other in the same phase.
If the Offense check is a natural 20, but that check is lower than the enemy army’s DV, the attacking army still deals 1 point of damage. If the Offense check is a natural 1, that army can’t attempt an Offense Check in the next phase, due to some setback: a misheard order, getting stuck in mud, and so on.
More Than Two Armies
These rules can also serve in battles where more than two armies clash. In such battles, when your army attempts an Offense check, you choose which enemy army (or armies, if you have multiple armies in the field) it is attacking and apply damage appropriately. On each phase, you may change which army you are targeting. If your kingdom fields multiple armies in a battle, you may want to divide responsibility for these armies among the other players to speed up play.
Mass combat takes place over the course of three battle phases: the Tactics Phase, the Ranged Phase, and the Melee Phase. a phase doesn’t denote a specific passage of time, leaving the GM latitude to determine how long a mass combat takes to resolve. For example, a battle in a muddy field after a rain could take place over hours and involve several short breaks to remove the dead from the battlefield, but still counts as one battle for the purposes of these rules. If there is an extended break (such as stopping at nightfall to resume combat in the morning) or the battle conditions change significantly (such as the assassination of a commander, the arrival of another army, and so on), the GM should treat each period of combat between armies as one battle. The battle phases are as follows.
1. Tactics Phase: The GM decides what battlefield modifiers apply to the battle. The commanders each select a tactic their respective armies will use during the battle.
2. Ranged Phase: Any army with the ability to make ranged attacks may make one attack against an enemy army. This phase typically lasts for 1 round (one attack) as the two armies use ranged attacks while they advance to melee range, and then use melee attacks thereafter. The battlefield’s shape and other conditions can extend this duration. If both armies have ranged attacks, they may choose to stay at range and never approach each other for melee (at least until they run out of ammunition, though the Consumption cost of maintaining an army generally means the army is capable of many shots before this happens). Armies without ranged capability can’t attack during this phase, but may still rush forward.
3. Melee Phase: The armies finally clash with melee attacks. Each commander selects a strategy using the Strategy Track, then each army makes an attack against another army. Repeat the Melee phase until one army is defeated or routs, or some other event ends the battle.
Strategy Track
On the first Melee phase, the commander selects a strategy from one of five options on the strategy track. Strategies adjust the army’s DV, OM, and damage modifier.
Once each Melee phase after the first, the commander can alter the army’s strategy. Adjusting the strategy 1 step up or down does is automatically successful and doesn’t require a check. If the commander wants to adjust strategy more than 1 step, the army attempts a DC 20 Morale check. Success means the strategy changes to the desired level. Otherwise, the army’s current strategy doesn’t change.
Strategy | DV | OM | Damage Dealt |
Defensive | +4 | –4 | –6 |
Cautious | +2 | –2 | –3 |
Standard | +0 | +0 | +0 |
Aggressive | –2 | +2 | +3 |
Reckless | –4 | +4 | +6 |
Attacking And Taking Damage
In mass combat, the hundreds of individual attacks that take place in one battle phase overlap each other enough that who actually attacks first is irrelevant.
When armies attack, each army attempts an Offense check (1d20 + the attacking army’s OM) and compares the result to the target army’s DV.
If the Offense check is equal to or less than the target army’s DV, the army deals no damage that phase.
If the Offense check is greater than defender’s DV, the defending army takes damage equal to the result of the attacker’s Offense check minus the defender’s DV. For example, if the attacker’s Offense check is 11 and the defender’s DV is 7, the defending army takes 4 points of damage. Because these attacks are resolved simultaneously, it is possible that both armies may damage or even destroy each other in the same phase.
If the Offense check is a natural 20, but that check is lower than the enemy army’s DV, the attacking army still deals 1 point of damage. If the Offense check is a natural 1, that army can’t attempt an Offense Check in the next phase, due to some setback: a misheard order, getting stuck in mud, and so on.
More Than Two Armies
These rules can also serve in battles where more than two armies clash. In such battles, when your army attempts an Offense check, you choose which enemy army (or armies, if you have multiple armies in the field) it is attacking and apply damage appropriately. On each phase, you may change which army you are targeting. If your kingdom fields multiple armies in a battle, you may want to divide responsibility for these armies among the other players to speed up play.