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Author Topic: Dramatic Conflict: Battle  (Read 498 times)
LordKruelos
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« on: June 10, 2012, 10:46:49 PM »

While I've really appreciated the ideas generated here, and have shamelessly borrowed some pieces of it:
[Notebook] We ask only... for WAR! thread
http://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 Conflict

Battle 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
- Opposition
- Front (also bonus from Pathfinder feats for corresponding Terrain)
Knowledge   Bonus
Excellent   +4
Good   +2
Basic   +0
Little           -2
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
StrategyStrong AgainstAvailable Advantages
AdvanceHarass, LureShift, (1), (2)
BombardHold, StallStress, (1), (2)
ChargeAdvance, StallShift, (1), (2)
HarassBombard, OutflankPloy, Stress, (1)
HoldCharge, LureFortify, Defense, (1)
LureCharge, OutflankAmbush, Ploy, Hearts and Minds
OutflankBombard, HoldAmbush, Ploy, Shift
StallAdvance, HarassFortify, 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
Personal Challenge
Raiding
Scouting
« Last Edit: June 15, 2012, 08:26:11 AM by LordKruelos » Logged
LordKruelos
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« Reply #1 on: June 10, 2012, 10:48:00 PM »

Battle Advantages

Shift: Shift the Army Status tracks by 1 step in the opposed check winner’s favor. Every 2 times this Advantage is chosen beyond the first during the same round, the Conditions tracks are adjusted by an additional 1 in the opposed check winner’s favor.
Sever the Head... Teammembers on the opposed check winning side gains a +4 bonus with attack checks against Special NPCs until the end of the Battle Day. Each time this Advantage is chosen beyond the first during the same round, this bonus increases by an additional +2 and the threat range of each affected attack increases by 1.
Fortify: The winning side improves the Fortification bonus of a Battle Zone by +1.
Charm: Improve the Disposition toward the PCs of any 1 non-adversary NPC by one step
Defense: Teammembers on the opposed check winning side gains a +4 bonus to Defense against attacks made by Battle participants for 1 full round. Each time this Advantage is chosen beyond the first during the same round, this bonus increases by an additional +2 and the error range of each attack made against the opposed check winner increases by 1.
Escape: The opposed check winning side withdraws, leaving a token force to screen the retreat, and escapes the battle.
Pause: The battle is “put on hold.” Army Conditions remain the same and no combat occurs during. Each time this Advantage is chosen beyond the first during the same round, the chase is paused for 1 additional round. The action continues during this time (i.e. the participants continue to move, test one another, and take other actions during Step 4 of each Conflict round), but no one — including the opposed check winner — makes any progress. Parlays can be role-played, strategies can be discussed, etc.
Hearts and Minds: The disposition of non-adversary NPCs on the PC’s side improves by 5. Every 2 times this advantage is chosen beyond the first during the same round, the disposition improves by an additional 5, .
Raiding: The winning side raids the enemy’s camp in force, striking with troops from their Reserve against
Scouting: The PC taps into a network of scouts, spies, or seers to get better information about the battle terrain, the disposition of the enemy army, or the current condition of one's own troops.
Set Against the Charge: The opposed check winning side... (effect against Charge/Cavalry)
Stress: Each participant except the opposed check winner suffers 1d4 stress damage. Each time this Advantage is chosen beyond the first during the same round, this damage increases by +1d4. No character may recover from this damage until the battle ends.
Ploy: The opposed check’s winning side may choose to use any of the following skills when making the next opposed check during the same Battle: Blend (Wis), Bluff (Int), Impress (Cha), Intimidate (Str/Wis), Ride (Int), Sense Motive (Wis), or Survival (Wis). Invite using Action Dice to narrate the ploy.
Valor: The Hero distinguishes himself on the battlefield, impressing friend and foe with an act of great valor. The character gains a Reputation bonus equal to 1+Legend modifier.
Victory: The Battle ends in the opposed check winning side’s favor.
« Last Edit: June 15, 2012, 08:26:26 AM by LordKruelos » Logged
LordKruelos
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« Reply #2 on: June 11, 2012, 05:57:30 PM »

NEW PRIZES

Command
   The Command prize represents masses of troops who have sworn fealty to you and who accept your orders during battle. Troops primarily contribute Force to your side during battlefield confrontations, but they may also grant you additional battlefield tricks. Troops only assist their commander during battlefield conflicts – for NPCs that participate in regular adventuring, consider the Followers feat (see FC, page 98).
   You may purchase points of command 1:1 with Reputation, using these points to select units from table 1. You may acquire new troops (either replacing losses or exchanging existing troops for new selections) up to your maximum command points at the rate of 25 points per month of downtime. There are three limitations to adding troops to your command:

• You may only choose units with a Glory equal to or less than your highest Renown rank.
• You may choose a maximum number of units equal to your total Renown ranks.
• You may not choose the same unit more than twice.

   A character may have only a single command prize.
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LordKruelos
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« Reply #3 on: June 11, 2012, 05:57:53 PM »

Common Units

Archers: Standard bowmen. You gain a trick.
Arrow Volley 3 (ranged battlefield trick): Win or lose, destroy one enemy unit of your choice with Force 3 or less. This unit’s force is set to 0 for the remainder of the battle. You may use this trick once per battle.

Battering Rams: Men equipped for siege. You gain a trick.
Break the Door! (battlefield trick): Win or lose, destroy one enemy fortification of your choice. This unit’s force is set to 0 for the remainder of the battle. You may use this trick once per battle.

Cavalry (light, medium, and heavy): Armored horsemen, expert at breaking infantry lines. You gain a trick.
Thundering Hooves (battlefield trick): Disperse one enemy infantry unit with a lower Force. You may use this trick once per battle.

Infantry (light, medium, heavy): Armored warriors ready for battle. Infantry offers some of the best Force values for their command point cost.

Infantry, Elite (light, medium, heavy): Rugged veterans unafraid of war. This unit cannot be dispersed.

Horsebowmen: Mounted archers. You gain a trick.
Arrow Volley 3 (ranged battlefield trick): Win or lose, destroy one enemy unit of your choice with Force 3 or less. This unit’s force is set to 0 for the remainder of the battle. You may use this trick once per battle.

Peasant Archers: Untrained farmers issued bows and pointed in the right general direction. Peasant units are replaced after 1 week of downtime and do not count against regular replacement costs. You gain a trick.
Arrow Volley 2 (ranged battlefield trick): Win or lose, destroy one enemy unit of your choice with Force 2 or less. This unit’s force is set to 0 for the remainder of the battle. You may use this trick once per battle.

Peasant Infantry: Untrained farmers pressed into service. Peasant units are replaced after 1 week of downtime and do not count against regular replacement costs.

Peasant Spearmen: The cream of the crop of peasant warfare. Peasant units are replaced after 1 week of downtime and do not count against regular replacement costs. You gain a trick.
Spear Volley 2 (ranged battlefield trick): Win or lose, destroy one enemy unit of your choice with Force 2 or less. This unit’s force is set to 0 for the remainder of the battle. You may use this trick once per battle.

Pikemen: Warriors armed with long spears, experienced in repelling cavalry. You gain a trick.
Set to Receive Charge (battlefield trick): Win or lose, while there are any cavalry units in the enemy army, this unit gains +3 force. You may use this trick once per battle.

Pikemen, Elite: Bold warriors versed in luring cavalry to their doom. You gain a trick.
Set to Impale (battlefield trick): Win or lose, destroy one enemy cavalry unit of your choice. You may use this trick once per battle.

Samurai Cavalry: Heavily armored warriors astride terrifying warhorses. You gain 2 tricks.
Arrow Volley 3 (ranged battlefield trick): Win or lose, destroy one enemy unit of your choice with Force 3 or less. This unit’s force is set to 0 for the remainder of the battle. You may use this trick once per battle.
Thundering Hooves (battlefield trick): Disperse one enemy infantry unit with a lower Force. You may use this trick once per battle.

Samurai Warriors: Heavily armed and armored veterans able to turn the tide of almost any battle. You gain a trick.
Arrow Volley 3 (ranged battlefield trick): Win or lose, destroy one enemy unit of your choice with Force 3 or less. This unit’s force is set to 0 for the remainder of the battle. You may use this trick once per battle.

Spearmen: A staple of the battlefield. You gain a trick.
Spear Volley 2 (ranged battlefield trick): Win or lose, destroy one enemy unit of your choice with Force 2 or less. This unit’s force is set to 0 for the remainder of the battle. You may use this trick once per battle.

Spearmen, Elite: Masters of their weapons, these spearmen are a constant threat. You gain a trick.
Spear Barrage 2 (ranged battlefield trick): Destroy one enemy unit of your choice with Force 2 or less. You may use this trick until you have succeeded with it once per battle.

Table X.XX Common Units
Units                         Cost   Glory   Force   Tricks   Traits   Troops
                  
Archers                         8   1   0   Volley 3   Infantry   100
Battering Rams              8   1   1    Siege    Infantry   100
Heavy Cavalry              16   2   4       —       Cavalry   80
Heavy Infantry             16   1   5       —       Infantry   100
Heavy Infantry, Elite     18   3   5       —       Elite, Infantry   60
Horsebowmen              10   3   0   Volley 3   Cavalry   60
Light Cavalry                 4   2   1       —       Cavalry   80
Light Infantry                4   1   2       —       Infantry   100
Light Infantry, Elite        6   3   2       —       Elite, Infantry   60
Medium Cavalry             8   2   2       —       Cavalry   80
Medium Infantry            8   1   3       —       Infantry   100
Medium Infantry, Elite  10   3   3       —       Elite, Infantry   60
Peasant Archers            4   0   1   Volley 2   Cheap, Infantry   150
Peasant Infantry            2   0   1       —       Cheap, Infantry   150
Peasant Spearmen         2   1   1   Volley 2   Cheap, Infantry   100
Pikemen                       2   1   1   Set Line   Infantry   100
Pikemen, Elite               6   3   2    Impale    Infantry   60
Samurai Cavalry           28   5   6   Volley 3   Cavalry   40
Samurai Warriors         20   5   6   Volley 3   Infantry   40
Spearmen                     6   1   2   Volley 2   Infantry   100
Spearmen, Elite             8   2   2   Barrage 2   Infantry   80



Here are a couple of my own thoughts on some unit types.


Berserker (Infantry/Cavalry): Raged up and ready to unleash hell upon their foes these trained (or drugged) warriors are unafraid of war. This unit cannot be dispersed and are considered both Infantry and Cavalry. You gain a trick:
    Raging Charge: Destroy a single unit with a Force of 6 or less or Disperse two units with a Force of 3 or less. This unit is then dispersed.

Medics (Special): Medics, be it holy healers, trained physicians or somewhere inbetween, they help to keep your army on it's feet. You gain a trick:
    Reset: You may restore a single unit to it's original Force. This does not allow it to regain any used tricks.  This unit is then dispersed.


Scouts (Infantry): Scouts are well-versed in stealth and wilderness lore, thus they are often able to move rapidly, even through difficult terrain. They are are also useful for softening up opposing units before disappearing back into the terrain. You gain a trick:
    Wear and Tear: Win or lose you may reduce a single unit's Force by 1. A unit may only ever have it's Force reduced once in this fashion. This unit is then dispersed.


Table X.XX Common Units
Units                         Cost   Glory   Force   Tricks         Traits   Troops
                 
Berserkers                    9      3        3         Rage          Infantry   80
Medic                            4       1       0         Reset          Special     20
Scouts                          4       1       1      Wear & Tear  Infantry   60

   
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LordKruelos
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« Reply #4 on: June 11, 2012, 05:58:21 PM »

Battlefield Confrontation
   Battles are a combat sub-system modeling the clash of armies as warlords and generals direct their troops in battle. While special characters may be able to stand alone against an army at least briefly, bringing an army of your own is generally the better course of action.
   The main strength of an army is measured as Force. Special characters and units of troops contribute to the Force of their side in a battle.
   Special Characters in Battle: Each side must have one special character declared as the “commander”. All other special characters in that army are called “leaders”. A special character’s Force equals the highest number of Basic, Melee, or Unarmed combat feats he has.
   If a special character has 1 or more Ranged combat feats, he gains a trick.
   Heroic Barrage (ranged battlefield trick): Destroy one enemy unit of your choice with Force less than the number of Ranged Combat feats you have. You may use this trick until you have succeeded with it once per battle.

Conducting the Battle
   The GM decides which side is the attacker, and which is the defender based on the circumstances of the confrontation. Each battle is resolved as a series of opposed checks. 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 (see table X.XX). The highest roll wins, earning a success for that commander. In the event of an exact tie, neither character gains a success. A commander may concede at any time, awarding his opponent enough successes to immediately win the battle (see below). Each battlefield check takes time equal to the total Force of both sides in minutes (double this time if the battle takes place at night).


Table X.XX Battlefield Modifiers
Circumstances   Modifier
Army has at least double the Force of the enemy   +4
Army has at least triple the Force of the enemy   +10
Same character rolls again, while opposing character has changed   -1 (cumulative)

Multiple Fronts
   Many larger battles take place across multiple fronts. The GM determines the maximum number of fronts along which the battle may take place using Table X as a guide. The attacking commander decides how many fronts he wishes to commit special characters to, then the defending commander may assign his special characters to as many fronts as have attackers. Battles at each front are conducted simultaneously, with the defending commander choosing the order of checks for each cycle until all fronts have had a check. The time for each cycle of checks is equal to the total Force of both sides along all fronts in minutes (double this time if the battle takes place at night).

Table X.XX Battlefield Fronts
Circumstances: Maximum Number of Fronts
Chance encounter or pursuit: 1
Attacker has at least a hour to prepare: Upto 2
Attacker has at least a day to prepare: Upto 3
Siege: Upto 4




Still working on the fine points on how what I've come up with dovetails with what Morg wrote, but by keeping most of what he wrote and essentially writing a wrapper around it

Here's how the Battle check will work in my version:

0) Multi-Front battles happen simultaneously.

1) Before each check, the commanders declare which special character will be leading their side for this Battle Challenge. (unchanged)

2) The defending 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 (Tricks will function exactly the same).

3) Both characters then make opposed rolls using their Tactics ranks + lowest attribute modifier + Army Status Morale modifier + battlefield modifiers (Change: Expanded set of modifiers)

4) 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.
« Last Edit: June 11, 2012, 07:16:42 PM by LordKruelos » Logged
LordKruelos
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« Reply #5 on: June 11, 2012, 06:08:32 PM »

Fronts

Fronts are defined as follows:
Front: (Descriptive Name)
Terrain: Aquatic, Arctic, Caverns/Mountains, Desert, Forest/Jungle, Settled, Plains, Swamp)
Fortification: (Per table 4:30, FC p193) The Defending side in the fortified Front adds the listed 'Assistance Bonus' to all Battle rolls on this Front.
Maneuver Room: Open / Close / Crowded / Tight
Visibility/Max Encounter Range: Light conditions and maximum encounter range


Many larger battles take place across multiple fronts.
Examples might be:
Front: The Lower Tunnels
Terrain: Mountains/Caverns
Fortification: +2, 3 Challenges (DC 18)
Maneuver Room: Tight (-10)
Visibility/Max Encounter Range: Dark to Local (250 ft)

Front: The Contested Skies
Terrain: Aerial
Fortification: None
Maneuver Room: Open (+4)
Visibility/Max Encounter Range: Day/Night - Remote (1000+ ft)

Front: The Kingswood
Terrain: Forest
Fortification: Light, +1 Bonus, 2 Challenges, (DC 14)
Maneuver Room: Crowded (-4)
Visibility/Max Encounter Range: Day/Night - Local (250 ft)
« Last Edit: June 13, 2012, 10:01:42 AM by LordKruelos » Logged
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