Luna Guardian
04-07-2017, 08:44 AM
I like grand battles, but I find the Pendragon battle system a little clunky. To simplify it for the players and myself, I've come up with something I would like to implement, but would appreciate feedback on before doing so:
I will prepare the enemy army composition beforehand in its entirety. Larger armies will have more dangerous units, whereas raiding bands are unlikely to have giants (plural). There could be a lonesome rampaging giant that counts as a raiding party though, or something like that. Modifiers to leaders will be implemented as per the normal rules (home turf, superior troops, highly motivated etc.)
Army Leader Battle rolls
Friend/Enemy
Success/Success = fight normally
Success/Fail = +5/-5 to all Battalion Battle Rolls
Fail/Success = -5/+5 to all Battalion Battle Rolls
Fail/Fail = -5/-5 (?) to all Battalion Battle Rolls
Crit = Special Event
- A Battalion breaks through, +5 to subsequent Army Battle Rolls. Second time opposing army breaks
- Special target exposed (Army Leader or standard bearer)
- Prisoners
Fumble = Special Event
- Army breaks, flees
- Special target exposed (Army Leader or standard bearer)
- Taken prisoner
Battalion Leader Battle rolls
Friend/Enemy
Success/Success = fight normally
Success/Fail = +5/-5 to all Unit Battle Rolls
Fail/Success = -5/+5 to all Unit Battle Rolls
Fail/Fail = -5/-5 (?) to all Unit Battle Rolls
Crit = Special Event
- Battalion breaks through, +5 to subsequent Army Battle Rolls. Second time, opposing army breaks
- Special target exposed (Battalion Leader or standard bearer)
- Prisoners
Fumble = Special Event
- Battalion breaks, -5 to subsequent Army Battle Rolls. Second time, army breaks
- Special target exposed (Battalion Leader or standard bearer)
- Taken prisoner
Unit Leaders Battle rolls (also used in Skirmishes of under 15 knights or so)
Friend/Enemy
Success/Success = fight normally
Success/Fail = +5/-5
Fail/Success = -5/+5
Fail/Fail = -5/-5 (?)
Crit = Special Event
- Flank charge (+10/-10)
- Special target exposed (Unit leader)
- Prisoners
Fumble = Special event
- Flank charged (-10/+10)
- Unit flees
- Special target exposed (Unit leader)
- Taken prisoner
I also have implemented a rule, that if all the player knights are killed/taken captive, their army loses. My reasoning for these rules are, that it makes the Battle skill important across the various levels of leadership while keeping things managable enough for everyone to unerstand what is going on and why. The only part I am not entirely happy with is the Army Leader level, though I can't really put my finger on why. It just seems a little lackluster.
EDIT: It occurs to me that the order in which these are rolled was not logical, so I changed it so that the Army Leader roll is first (which is also rolled first)
I will prepare the enemy army composition beforehand in its entirety. Larger armies will have more dangerous units, whereas raiding bands are unlikely to have giants (plural). There could be a lonesome rampaging giant that counts as a raiding party though, or something like that. Modifiers to leaders will be implemented as per the normal rules (home turf, superior troops, highly motivated etc.)
Army Leader Battle rolls
Friend/Enemy
Success/Success = fight normally
Success/Fail = +5/-5 to all Battalion Battle Rolls
Fail/Success = -5/+5 to all Battalion Battle Rolls
Fail/Fail = -5/-5 (?) to all Battalion Battle Rolls
Crit = Special Event
- A Battalion breaks through, +5 to subsequent Army Battle Rolls. Second time opposing army breaks
- Special target exposed (Army Leader or standard bearer)
- Prisoners
Fumble = Special Event
- Army breaks, flees
- Special target exposed (Army Leader or standard bearer)
- Taken prisoner
Battalion Leader Battle rolls
Friend/Enemy
Success/Success = fight normally
Success/Fail = +5/-5 to all Unit Battle Rolls
Fail/Success = -5/+5 to all Unit Battle Rolls
Fail/Fail = -5/-5 (?) to all Unit Battle Rolls
Crit = Special Event
- Battalion breaks through, +5 to subsequent Army Battle Rolls. Second time, opposing army breaks
- Special target exposed (Battalion Leader or standard bearer)
- Prisoners
Fumble = Special Event
- Battalion breaks, -5 to subsequent Army Battle Rolls. Second time, army breaks
- Special target exposed (Battalion Leader or standard bearer)
- Taken prisoner
Unit Leaders Battle rolls (also used in Skirmishes of under 15 knights or so)
Friend/Enemy
Success/Success = fight normally
Success/Fail = +5/-5
Fail/Success = -5/+5
Fail/Fail = -5/-5 (?)
Crit = Special Event
- Flank charge (+10/-10)
- Special target exposed (Unit leader)
- Prisoners
Fumble = Special event
- Flank charged (-10/+10)
- Unit flees
- Special target exposed (Unit leader)
- Taken prisoner
I also have implemented a rule, that if all the player knights are killed/taken captive, their army loses. My reasoning for these rules are, that it makes the Battle skill important across the various levels of leadership while keeping things managable enough for everyone to unerstand what is going on and why. The only part I am not entirely happy with is the Army Leader level, though I can't really put my finger on why. It just seems a little lackluster.
EDIT: It occurs to me that the order in which these are rolled was not logical, so I changed it so that the Army Leader roll is first (which is also rolled first)