Mass Combat has been giving me a headache. I wanted something quick and easy to use, something that doesn't require a massive amount of math and modifier calculation and all that sort of thing. I have been working on this system for nearly two weeks and it has gone through five complete overhauls and unknown variations in each. But, those ideas have been distilled into what I believe is a very elegant and simple system of determining huge battle outcomes in a single roll.
The Goal of the System
The overall goal of the system was to allow players the ability to quickly calculate large battles (from hundreds to millions of combatants going at it simultaneously). Through a lot of trial and error and suggestions from rpg.net, the idea came about to use ratios. While the system is not complete as of yet, it is in a stage which it can be playtested. Here is what it looks like in an overview.
Mass Combat in a Nutshell
All troops numbers are simplified/rounded and turned into a ratio. Players roll 1d20 + Unit Level + Ratio Modifier and compare rolls with the combatant. The high roll wins. The low roll is subtracted from the high roll. This number becomes the margin of success (MoS). The MoS determines the damage dice to be rolled as well as the damage modifier (the MoS is added to the damage roll for total damage). The number of combatants also determines how much damage is done. For example, if you are charging into battle with a force of 8,000, then your damage is multiplied by 100. If you have a force of 5 million, your damage is multiplied by 100,000. This also allows easy scaling.
Other modifiers can also be easily tacked on to the base roll - things such as position, elevation, weather, etc. can all be easily added to the base roll. Also, all of these modifiers are single digits so the math never become overly complex.
So, I think the headaches are almost over. I will start testing tonight and see how all of this works as I use various sized armies.
Blogs I read...