While I've really appreciated the ideas generated here, and have shamelessly borrowed some pieces of it:
[Notebook] We ask only... for WAR! threadhttp://www.crafty-games.com/forum/index.php?topic=4235.0
I've taken a somewhat different swing at a battle as a Manhunt-like dramatic conflict, to help me through an upcoming campaign war. Hopefully by the end of the week I'll have time to edit it into something approaching coherent. Battle Dramatic ConflictBattle Setup --
If both sides are moving in the field:
*Each side makes a Tactics/Maneuver check opposed by Survival/Scouting check to conceal their movements from the opposing side and gain an advantage in positioning.
* If one side is attacking a fortified holding:
The attacking Commander makes a Tactics/Maneuver check against the Holding's Fortify DC (See Table 4.30: Holding Upgrades). On success, defeat 1 of the Fortification Challenges. On a Critical Success, defeat an additional Challenge for each Action Die spent to activate the Critical Success.
Any remaining, undefeated Fortification challenges are each converted to 1 step shifts in favor of the Defender on the Battle Status chart.
Margin/ Battle Status / Morale Modifier
+21 to +25 Near Victory +10
+16 to +20 Winning +6
+11 to +15 Fighting Strongly +4
+06 to +10 Gaining the Advantage +2
+05 to -05 Even +0
-06 to -10 Losing the Advantage -2
-11 to -15 Fighting Poorly -4
-16 to -20 Losing -6
Ending the Battle -- The battle ends when:
An opposed skill check’s winner chooses an Advantage that shifts the Battle Status above Near Victory, or chooses the Victory or Escape Advantages, or a commander concedes the battle.Battle Day- Strategy Phase
--- Each Commanders secretly chooses 1 Strategy he wishes to attempt (but does not immediately reveal it). Most Strategies feature requirements that must be met before they can be chosen.
--- Reveal Strategies and apply modifiers, Most of the time, a character’s chosen Strategy applies a modifier to his skill check. Some Strategies are Strong against other Strategies, granting a +4 bonus to the Commander's Strategy roll if his opponent uses it.
--- Roll opposed Tactics/Strategy rolls, the opposed skill check’s winner may choose 1 Advantage listed with his Strategy, plus 1 additional Advantage listed with his Strategy per 4 by which he wins the check. Each Advantage grants a benefit, usually one that becomes more impressive each time it’s chosen during the same Conflict round.
--- Commanders assign troops (and possibly Hero leaders) to Fronts. The GM determines the maximum number of fronts along which the battle may take place. The attacking commander decides how many fronts he wishes to commit forces to, then the defending commander may respond in kind.
--- Non-Commander Special Characters can 1) be attached by the Commander to a Front to help lead the troops in Battle for the day or 2) choose a Heroic Action.
Strategy Roll Modifiers for Commander's Knowledge of:
- Own Army
- Front (also bonus from Pathfinder feats for corresponding Terrain)
None -4- Battle Phase
--- Battles at each front are conducted simultaneously.
--- Before each check, the commanders declare which special character will be rolling for their side this round. The defending commander or leader must declare any “battlefield” or “opposed roll” trick he will be using with the current check, then the attacking commander leader may do the same. Both characters then make opposed rolls using their Tactics ranks + lowest attribute modifier + battlefield modifiers.
The highest roll wins, earning a success for that commander. In the event of an exact tie, neither character gains a success. The successful commander may choose 1 Advantage listed with his Strategy, plus 1 additional Advantage listed with his Strategy per 4 by which he wins the check.
--- A commander may concede at any time, awarding his opponent enough successes to immediately win the battle.Battle Roll Modifiers
Battle Status +/- Morale modifier (see Battle Status table above)
Army has 2x Force of the enemy +4
Army has 3x Force of the enemy +10
Same character rolls again, while opposing character has changed -1 (cumulative)- Recovery Phase
--- Haggle/Logistics roll (DC set by Army size) to add points to a side's Logistics Pool. The Logistics Pool is an abstraction of the provisioning, support, and Quartermastering for an army.
During the Recovery Phase, points from the Logistics Pool may be spent on:
- Provisions and Supplies. (Fronts need to be supplied each day)
- Recovery. (Spend medical resources to attempt to recover units that have been dispersed (not Killed) to Reserves.
- Boost Morale for the next day.
Each Commander in a Battle Dramatic Conflict
chooses a Strategy each Battle day during the Strategy Phase, opposed by the Strategy of the opposing Commander.
After an opposed Strategy roll is made, the margin of success or failure grants a modifier corresponding to the margin (see Battle Status table) to the Battle actions of each side for the Battle Day.Strategies
|Strategy||Strong Against||Available Advantages|
|Advance||Harass, Lure||Shift, (1), (2)|
|Bombard||Hold, Stall||Stress, (1), (2)|
|Charge||Advance, Stall||Shift, (1), (2)|
|Harass||Bombard, Outflank||Ploy, Stress, (1)|
|Hold||Charge, Lure||Fortify, Defense, (1)|
|Lure||Charge, Outflank||Ambush, Ploy, Hearts and Minds|
|Outflank||Bombard, Hold||Ambush, Ploy, Shift|
|Stall||Advance, Harass||Fortify, Pause, Ploy|
When a commander's Battle Strategy is opposed by a Strategy it is Strong Against, he gains a +4 bonus to his Tactics/Strategy roll.
Non-Commander Special Characters can 1) be attached by the Commander to a Front to help lead the troops in Battle for the day or 2) choose a Heroic Action.Heroic Actions
Heroic Actions track the actions and exploits of Heroes amid the chaos of battle. Each successful Heroic Action grants an immediate benefit to the Hero's army. Additionally, until the end of the next Strategy Phase, the Advantages listed with the Heroic Action are available to be chosen after winning an opposed Battle or Strategy check, in addition to the Advantages normally made available by the chosen Strategy.
Lead the Charge
Direct the Army
Aid the Wounded
Assist the Command Tent