Sidmen
2013-05-09, 12:36 AM
Hi everyone, first time visiting this section of the board.
I've been working on a homebrew system for about a year now (obviously not constantly), and wanted to share one little piece of it for criticism and feedback. The base of the homebrew system is Green Ronin's Dragon AGE, which fuels the combat and task resolution engine. In short, the base engine has you roll 3d6 and add your character's Ability score (usually 1-5); with a bonus +2 if you have a focus in the particular task. This is then compared against a Target Number (TN) and success or failure is determined.
The most important modifications (for the purposes of the mass combat system) that I've made are as follows: Initiative slots are earned by a test, much like D&D, but anyone can claim them on any turn (max once per turn). And I got rid of the Major/Minor divide in actions and just classed them all as Actions - with a limit of 1 attack (of any type) per round per character.
Anyway, on to the show. In this PDF (http://www.freeuploadsite.com/do.php?id=11474), I lay out a mass combat system for the game. After looking at about twenty Mass Combat engines to pilfer from, I started to hate all of them. Then I remembered a game called Suikoden 2 from my childhood (and ended up buying it again... it wasn't cheap...) which had a mass combat system that I adored.
I then set out to model it in an RPG. I think I did fairly well with it.
A quick definitions of terms that are explained elsewhere in my homebrew game that appear in this document.
Resources: these are vaguely defined assets that a House (which is a noble family/merchant guild/etc.) uses to buy things such as castles, territories, settlements, etc.
Glory: These can be used to automatically succeed on a roll, or to increase a house's resources by 1 each.
I've been working on a homebrew system for about a year now (obviously not constantly), and wanted to share one little piece of it for criticism and feedback. The base of the homebrew system is Green Ronin's Dragon AGE, which fuels the combat and task resolution engine. In short, the base engine has you roll 3d6 and add your character's Ability score (usually 1-5); with a bonus +2 if you have a focus in the particular task. This is then compared against a Target Number (TN) and success or failure is determined.
The most important modifications (for the purposes of the mass combat system) that I've made are as follows: Initiative slots are earned by a test, much like D&D, but anyone can claim them on any turn (max once per turn). And I got rid of the Major/Minor divide in actions and just classed them all as Actions - with a limit of 1 attack (of any type) per round per character.
Anyway, on to the show. In this PDF (http://www.freeuploadsite.com/do.php?id=11474), I lay out a mass combat system for the game. After looking at about twenty Mass Combat engines to pilfer from, I started to hate all of them. Then I remembered a game called Suikoden 2 from my childhood (and ended up buying it again... it wasn't cheap...) which had a mass combat system that I adored.
I then set out to model it in an RPG. I think I did fairly well with it.
A quick definitions of terms that are explained elsewhere in my homebrew game that appear in this document.
Resources: these are vaguely defined assets that a House (which is a noble family/merchant guild/etc.) uses to buy things such as castles, territories, settlements, etc.
Glory: These can be used to automatically succeed on a roll, or to increase a house's resources by 1 each.