Online RPG Zine

Month: February 2021

Class Feats for Mass Battles

The PC is leading a unit of friendly combatants in a skirmish or larger-scale battle where they are organized into rank and file regiments. These are class-specific feats the PCs can take to expand their powers in this scope, many of which extend to the entire unit the PC is leading.

The overarching Mass Battle ruleset is not fully defined. To use the additional rules for large battles in the DMG as a base structure. Details will need to be worked out to determine how the prescribed feats will interact with the ruleset.

This system assumes players are using a system for mass combat such as the one published by wizards here: https://dnd.wizards.com/articles/unearthed-arcana/mass-combat. However the rules are flexible and should fit into most homebrew systems without much adjustment.

Members of a unit must be within 5′ of another member.

Units are formed of relatively similar folk.

Each unit can have passive and/or triggered abilities.


BARBARIAN

Any Barbarian hero can lead a unit of frenetic warriors, and even intelligent beasts at the discretion of the GM. They have the most limited options when forming a unit, but barbarian units can be completely devastating to any foe who dares to stand in their way. In a mass battle, barbarian units gain the following:

  • A barbarian’s unit may use Reckless Attack if the barbarian has it (PHB p48).
Mariusz Kozik A Total War Saga: THRONES OF BRITANNIA "VIKING BATTLE"  https://www.artstation.com/artwork/QlWyl?utm_content=buffe… | Viking battle,  Viking art, Norse

Armor of Ire

Deafened by fury, a legion of pure rage at your back, you move like the wind and cut down foes like the swift scythe of The Reaper, himself.

While this unit is lead by a barbarian it may use a Bonus Action to trigger Armor of Ire. When Armor of Ire is active the unit can only be struck by critical hits. This lasts for a number of rounds equal to the barbarian leader’s level. After which enemies have advantage when making attack roles against this unit. Once you use this feature, you cannot use it again until you complete a short or a long rest.

You may lead any number of willing creatures with a total number of hit dice less than or equal to your Barbarian level x 10. All creatures in this unit must have at least 1d8 hit die or greater, e.g., 1d8, 2d8, 1d10, etc.


CLERIC

The Cleric’s core abilities scale to the battlefield when their god calls them to war. In mass battle, all clerics have the following benefits:

  • Healing targets and affects entire units.
  • Turn Undead targets and affects entire units.
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The Invoker

“It’s by mercy alone that I cannot recount – the memories fade and I tire – a glimpse of all things vile and cruel, haunting my dreams when I doze. The memories come more and more; are they my own or the calling chaos? I will always recall the sounds of the gods as they rose. The old ones awaken again… I am the invoker.” – Seraph

Clouds swirl above as your god speaks from the heavens with a thunderous boom, calling down a torrent of wind on the mighty Cleric and his guard, as dust a debris are driven outward an enemy is compelled to face them in a duel.

You may trigger The Invoker as a action. An enemy you can see must make a will save vs. your spell save DC or be compelled to fight you (they move intelligently and attempt to reach you; Undead have disadvantage). A powerful burst of wind spreads from your unit (60′ radius; difficult terrain). Creatures of 3 Hit Dice or less may not enter this area. At the start of their turn, units within the area must make a Strength Save vs your spell save DC. Failure means they cannot move, failure by 5 or more means they are pushed outside of this area. The wind does not affect the target of this ability. Likewise our unit is not affected and may act as normal. The effect lasts as long as you are in combat with the enemy or a number or rounds equal to your level. The challenger may bring their mount or rider (or pets).


DRUID

A unit lead by a druid in mass combat has the following benefits. A druid can control the most varied group of creatures in a skirmishing formation. Animals and humans fighting side by side, quite a frightening prospect to the enemy.

Creatures in the druids formation do not need to be rank and file. Merely within 20 feet of 2 other members, if possible.

Pro-tip: if you’re leading a regiment of Brown Bears.. be sure you have good-berries at the ready… you have now idea how much these things can eat and what they will do if hungry!

Nature is Neutral

Like dust motes, small spores carried slowly in the wind around Lichen and his people. Their foes met them with a charge stopped short, and then a melancholic gaze. Trapped in memories of childhood on a warm spring day, perhaps from a past life, they felt no more compelled to attack these people than trees.

At the start of their turn the druid may create an invisible cloud of pacifying spores around a unit he leads. This cloud lasts a number of rounds equal to the druid level. The spores automatically pacify Living creatures of Hit Dice less than the Druid level, within 20 feet. Creatures see them as neutral and will not attack unless the unit threatens them directly. A druid may do this a number a times per day equal to half their druid level.

The druid may lead a varied and thematic group of creatures of Hit Dice equal to 5 x their druid level.


WARLOCK

Treacherous Trap

As an action, the warlock may cast Armor of Agaths on the unit he leads, as a ritual (taking 10 minutes) even if they do not know this spell.

A warlock may lead a unit with total hit dice of 5 x the caster warlock level or less.

Jaerun’s dark magic gives his people the ability to take back what is theirs, and make their enemies flee in pain


FIGHTER

Fighters are champions and knights, natural leaders on the battlefield. All fighter-lead units have the following benefits during mass battles:

  • The fighters unit has advantage on morale checks.
  • Units may test with the fighter’s morale bonus (Charisma bonus) during a morale check if the shortest path between the leader and that unit does not intersect an enemy.
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Charge of the Champions

I am the hammer, you are glowing iron.

As a Fighter, when you lead a unit on a charge (moving into combat) all of the units attacks automatically hit (unless a hit would be impossible), 1/10th are critical hits. A fighter may perform this action in battle a number of times per day equal to their fighter level.

You may lead a unit of Hit Dice up to your Fighter level x 7.

These are only some of the classes, which would you like to see next? Tell me what you think and make up some of your own.

Have you seen this topic covered in other source material? Let me know.

Lets Think About Force Appropriate Responses in Your Game

Image result for D&D overkill

Often in our favorite shows, movies, video games, and books our heroes are challenged by a wide variety of seemingly unequal forces, but its always an exciting challenge. How can this be, and how can we capture that in RPGs? In a lot of fiction challenge is built around creating tension and excitement as characters gauge the situation and build up to the level of response which is appropriate to overcome the odds. It’s a strong trope in episodic TV like Star Trek where different writers adjust the characters capabilities to their liking to achieve the desired narrative. Sometimes this can destroy our suspension of disbelief, other times it makes sense not set phasers to kill right off the bat. It can be done in a way that lends credulity. I believe its more thematic to have a response of force which matches the challenge. We can do this in our RPG even when most systems do not account for it out of the box.

In systems like D&D you can have this situation where the wizard just fireballs everything in their path, big or small, in every encounter, especially when they are about to hit the sack. If that seems cool to you, then you have nothing to worry about. If, however, you’ve pondered ways of making your game play out differently, maybe more like the the books and shows you enjoy, read on.

Adjusting level on the fly is something seen in plenty of video games, but it would be hard to crunch those numbers on the fly when you’re playing a “pen and paper” game. While leveling a character up and down between each encounter would be tedious we have other options. There are ways we can achieve the same effect with much less work. D&D and many other systems, can be tweaked, and of course there’s always the prospect of building a system with this in mind from the start. I have to mention that some RPG systems do reenforce this this out of the box, I’ll mention one later.

This is a thinking exercise, something for us to use as inspiration to create scenes that feel more like the media we consume. Gandalf doesn’t drop his best spells at every opportunity, how can we be more like Gandalf? Let me share my thinking process, this is my flow for GMing, creating systems, and arbitrating rules. Just get started and refine along the way. You can follow along at home and come up with something of entirely your own creation. Lets Riff.

Off the cuff, I start thinking lets take D&D, and easiest thing to tweak from the start: spell level. If the encounter is Challenge Rating (CR) 3 then perhaps cap the Wizard at level 3 spells. Now of course if things start to go south we can always make exceptions. Say if a character or two goes down this should perhaps remove or adjust the constraint. What about other classes?

“Ultimately the point is we are changing the optimal go to with each encounter and thereby creating more interesting choices.”

Similarly, you could cap character abilities at the level of the encounter, (without adjusting HP because thats tedious). You could also keep other level based increases to spells and abilities of a level lower than the encounter, just to avoid the tedium. Does your cantrip do 5d8 because you’re level 15 but you’re in a CR 3 encounter? Thats fine, just use it without fussing over what it would be if you were only level 3. I find it much more believable for a wizard to throw a leveled up cantrip at a small monster than a high level spell. Even if they are equally “overkill”. The cantrip is reusable and low effort in that fantasy setting. Ultimately the point is we are changing the optimal go to choice with each challenge, and thereby creating more interesting choices.

Now of course wizards don’t get level three spells till level six so if you want to limit them exclusively based on level progression like other characters, as mentioned, you’d need to keep the chart handy or remember, wizards know spells of 1/2 their level rounded up (to a max of 9). A little annoying. Spell level not being tied to character level is, to many people, akin THAC0, but it sticks around in 5e.

Image result for 5e wizard table

There are alternative solutions to achieve the desired effect as well, say for example adjusting recovery. For D&D 5th edition you could require a short rest to be: a full nights sleep in comfort and safety, and a long rest to be: 10 or more days in a comfortable settlement without much stress. I like this quite a bit, it creates a grittier campaign. You can do this with any system but its build into most OSRs in some fashion or another. This is why I prefer to play those systems these days.

Within one of my favorites OSR systems, Dungeon Crawl Classics (DCC), using magic should be carefully considered. Clerics can lose spells for long lengths of time and must perform duties to regain them, wizards recover spells overnight typically, however, thats not the only consideration. Casting spells has inherit risks, toying with magic can cause irreversible changes to the character and should not be used lightly. This helps curtail the casual use of magic in that system.

If I were to come up with a Fantasy system I’d likely build something in to promote force appropriate response. It would may be as simple as allowing characters to only use abilities of a level which do not exceed the “threat level” of the scene / encounter. Then of course, most likely, allowing the rule to be broken at some cost.

A related idea for homebrew systems or hacks: ramp up the abilities over the course of combat. Characters facing new challenges (typically combat in RPGs) often must test their opposition and try new things exhausting more and more effort along the way. So lets say in round one of combat you can use level one abilities, and level two in round two, and so on. Building on that maybe you’re the thinking type, the wizard who observes the fighter and rogue and you hold back on round one. Round two come around, the rogue and fighter confront the challenge with level one or two abilities, keeping track of which perhaps, to save the remaining unspent allotment. You the wizard having reserved you action on round one could maybe add that to your round two allotment and now you can do something at level 3? No wasted turns. Whether you get to save the remaining allotment on a turn where you act but use a lesser ability is up to the designer or GM. Enemies should probably be subject to the same restrictions… but not always! (I think this is literally how Dragon Ball Z must work.)

However, its important to be realistic, a character who has faced the same challenge before will know the appropriate level of response and should be allowed to it. Likewise a flaming Balrog should telegraph a serious challenge which could open up a strong response straight away, on the other hand they take those early turns to save up their power, defensively positioning, till they can unleash it!

There’s no shortage of ideas to discover around this concept. What I know is I am going to attempt to guide my groups into more thematic scenes with ideas here and in other new and interesting ways. I think we will all enjoy our games a little bit more, if not, we keep refining.

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