2/28/2013 - Update on Thumb
12/31/2012 - There's a New Comic
12/12/2012 - The "Lost" Holiday Ornament (and Child's Play)
11/26/2012 - Leftover OOTS Swag on Sale (+Thumb Report)
Frequently Asked Questions (FAQ)

Order of the Stick 889 Get Real
Erfworld 163 The End of Book One
Erfworld Now at Erfworld.com!
RSS Feeds: OOTS

The Duke's Wolf, Part Four by Amber E. Scott
The Duke's Wolf, Part Three by Amber E. Scott
The Duke's Wolf, Part Two by Amber E. Scott

The New World, Part 9: Barbarians by Rich Burlew
The New World, Part 8: Gnomes by Rich Burlew
The New World, Part 7: Names and Cultures by Rich Burlew
Looking for the Gaming Articles?

 



Welcome back! Be sure you have read and understand the Forum Rules.


Go Back   Giant in the Playground Forums > Gaming > Homebrew Design
Register FAQ Members List Mark Forums Read End

Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

Reply
 
Thread Tools
Old 11-15-2012, 03:30 AM   Top  -  End  -  #1
Hirax
Bugbear in the Playground
 
 
Join Date: Jul 2010
Default Building a combat system for large battles

I'm trying to devise a combat system for a risk/div hybrid that's D&D themed. First, there are four types of forces: army, navy, air force, and special forces. Then, you can make as many different types of subunits as you'd like. For instance, one air force subunit might consist of griffon riders, another raptorans, and a third might be airships. The reason for allowing multiple types of subunits is that they all have different costs to build, and different upkeep costs. Each subunit will have the following relevant combat stats:

Power: Default is 1.2 for special forces, 1 for others.
Combat skill modifier: this is a player score that all units use by default, though through research, training, etc. subunits can raise their modifier. Think of it as an ability score modifier or skill modifier in D&D.
Terrain: skill in various modes of terrain, which are earth, aquatic, and airborne. Defaults are are army having +2 on earth, navy +2 at sea, airborne +2 in the air, and special forces +2 everywhere.
Quantity: number of subunits

Units consist of 5 subunits of the same type (no mixing). Units with less than 5 subunits have their contribution to combat reduced to 80% if it's a unit of 4, 60% if it's a unit of 3, etc. Each unit contributes a score to a battle, and all unit scores are totaled to form a player's total attack value. Here's the formula for a unit's contribution:

((quantity+skill mod+terrain+circumstance bonus)*power*circumstance bonus+1D20)*(quantity/5)
Circumstance bonus occurs twice, once for the addition phase, and again for the multiplication phase. The most frequent circumstance bonus will be a 1.2x multiplier to the defender on their home turf, for instance.

So, let's say Jack (with a skill mod of 4) sends the following to attacks Jill's sky fortress:
An army unit of 5 human warrior subunits
An airforce unit of 5 raptoran wizard subunits

This would output the following attack score:
Human warriors: ((5+4+0+0)*1*1+1D20)*(5/5)=(9+1d20)*1
Raptoran wizards: ((5+4+2+0)*1*1+1D20)*(5/5)=(11+1d20)*1
For a total of 20+2D20

Jill (with a skill mod of 3) has the following at home to defend:
An army unit of 3 elf warriors (who have an upgraded skill mod of 4 due to their advanced weaponry)
A special forces unit of 3 super wizards
Elf warriors: ((3+4+0+0)*1*1.2+1D20)*(3/5)=5.04+1d20*.6
Super wizards: ((3+3+2+0)*1.2*1.2+1D20)*(3/5)=6.912+1d20*.6
For a total of 11.952*2d20. The non-D20 calculations will be handled in Excel, so math slowing things down won't be a worry.

1. Are there any ways to create a metagame advantage with this system? For instance, I tried to make it so there's no incentive to split up your forces into lots of >5 units, so as to add your skill mod and extra d20 rolls additional times. The penalty to units of >5 achieves this, I think, unless I'm missing something.

2. Are there any suggestions you would add for unit statistics, or ways to come up with losses?

3. Could the formula to calculate a unit's attack power be improved in some way?
Hirax is offline   Reply With Quote
Reply


Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 03:51 PM.



Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
Usage of this site, including but not limited to making or editing a post or private message or the creation of an account, constitutes acceptance of the Forum Rules.