The Red Dragon Inn - home of the Audalis campaign setting.  Online D&D gaming, art, poerty, stories, advice, chat, and more

We currently have 3647 registered users. Our newest member is Rigsbro.
Online members: SilentOne
Username Password Remember me
Not a member? Join today! | Forgot your password?
Latest Updated Forum Topics
Common Room - Looking for Suggestions on a Party Name (posted by Dungeon Goat)Party Name Ideas
Q&A Threads - The Lost Mine of Phandelver Q&A (posted by Dungeon Goat)The Lost Mine Q&A
Q&A Threads - Genesis Q&A (posted by Grugg)Genesis Q&A
Q&A Threads - Bring Me That Horizon Q&A (posted by Nomad D2)Horizon Q&A
Q&A Threads - Voyages of the Rocinante - Firefly RPG QnA (posted by Bromern Sal)Rocinante QA
Latest Blog Entries
Revenge of the Drunken Dice
Latest Webcomics
Loaded Dice #80: Priorities
RPG MB #12: Slime is Slime
Floyd Hobart Filler: Dead Dead Dead
There are currently 0 users logged into DragonChat.
Is the site menu broken for you? Click here for the fix!

You are here: Home --> DM's Corner


Large Scale Combat

Most combat takes place with only a handful of participants - usually, a few player characters and their henchmen (if any) opposing a few monsters (or other bad guys). Occasionally, though, the DM needs to handle a large scale battle, such as when players are caught up in a war (or have advanced enough to command armies of their own). It's unpractical to calculate each individual's attacks for every single round, and somewhat unrealistic to throw a blanket number over several hundred soldiers at once. To further compound matters is the fact that when two armies square off against each other, lots of men will realistically be hit every round.

Here is one solution that I've discovered. A twenty-sided die is rolled each round to determine the percent of soldiers in that unit that score successful hits that round. Normally, this runs in the 5%-95% range. Before applying the result of this roll, though, roll 1d100 to find the modifier roll for each round.

Adjusted Unit Attack Rolls
  • 01: -3 modifier; roll a special morale check for unit
  • 02-05: -2 modifier
  • 06-20: -1 modifier
  • 21-79: normal roll
  • 80-90: +1 modifier
  • 91-95: +2 modifier
  • 96-99: +3 modifier
  • 00: +5 modifier; enemy must check morale at -3 or break and run
Normal attack roll results are as follows:
  • 20: 97% hit.....
  • 19: 95% hit
  • 18: 90% hit.....
  • 17: 85% hit
  • 16: 80% hit.....
  • 15: 75% hit
  • 14: 70% hit.....
  • 13: 65% hit
  • 12: 60% hit.....
  • 11: 55% hit
  • 10: 50% hit......
  • 9: 45% hit
  • 8: 40% hit.......
  • 7: 35% hit
  • 6: 30% hit.......
  • 5: 25% hit
  • 4: 20% hit.......
  • 3: 15% hit
  • 2: 10% hit.......
  • 1: 5% hit Also, units with a strong leader get a +1 to their hit chance.


Del.icio.us Digg Technorati Blinklist Furlreddit
Thanks to t_catt11 for this contribution!

 


  Partners:       Dungeons and Dragons resources, from 2nd to 4th Edition gamegrene.com | for the gamer who's sick of the typical Dungeons and Dragons Adventures, #1 resource for D&D RPG Life forums, gamer blogs, D&D resources, roleplaying chat, dungeon maps Dungeons and Dragons 4th Edition  
View/Edit Your Profile | Staff List | Contact Us
Use of the RDINN forums or chatrooms constitutes agreement with our Terms of Service.
You must enable cookies and javascript to use all features of this site.