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Wargame suggestions

Good day everyone. I am presently dming a homebrew campaign that is based off of the d20 style of systems. I want to add an element of larger, epic scale combat with armies to the mix. To that end, I am looking for a simple wargaming system that I can easily adopt as sort of a side-game. The priorities are fun, speed, and simplicity. Realism is not a concern. I usually have 3-6 players present in my games, plus myself. Some of them can be a bit impatient, so anything that requires constant or very in-depth calculations will be difficult. It does not matter whether it is square grid or hex grid, I can find or make maps for either. Thank you very much for any suggestions.
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Gauss
Forum Champion
Pathfinder recently came out with some basic rules for armies. <a href="http://paizo.com/pathfinderRPG/prd/ultimateCampaign/kingdomsAndWar/massCombat.html" rel="nofollow">http://paizo.com/pathfinderRPG/prd/ultimateCampaign/kingdomsAndWar/massCombat.html</a> Once you create the armies they basically have 3 stats: HP, Offense and Defense. Roll Offense, subtract the opposing army's defense from it and then that is the amount of HP damage. This can be modified by the powers and abilities of the armies as well as tactics and strategies.
The boardgame Risk. The combat rules for the Civilization boardgame. Basically, starting with one side (the attacker, I think) each side takes turns removing units (which might represent huge armies) from the fight. Whomever removes their last unit loses. In Civ, certain technologies can give advantages, but mostly it comes down to army size, which is as good an approximation as any. In D&D, I imagine the PCs could take actions that cause one side or the other to remove more or fewer units.
By the way, Pathfinder also has a similar system for fleet action - large scale naval battles. I don't recall which issue specifically it is in, but the Skulls and Shackles Adventure Path includes those rules (Kingmaker had the original army rules, now expanded).
Are you looking for a mini game to include in your D&D game that primarily fills a narrative roll. Or do you want an actual war game that is on the light side? For narrative approach I would take the two forces determine their challenge rating. Each force gets a defense = to Challenge rating +10 and an attack bonus equal to Challenge rating. then roll initiative each round (represents an appropriate amount of time do to the scale of the army say 1 minute for 100 orcs or an hour for a huge army) Attacker roll 1d20+CR and subtracts (10+Targets CR) the remainder is the percentage of enemy troops destroyed that round. For a rules light war game I would plug my own (cause it is free, is less than a dozen pages and works with any miniature) or trying drivethrurpg.com. My can be found at the following Google Drive location. <a href="https://drive.google.com/folderview?id=0B_R_45xcPH" rel="nofollow">https://drive.google.com/folderview?id=0B_R_45xcPH</a>...
PS: I should add, most forces should break or flee after significant losses say 25% or more and you may have to take in moral considerations.
Alexander said: Good day everyone. I am presently dming a homebrew campaign that is based off of the d20 style of systems. I want to add an element of larger, epic scale combat with armies to the mix. To that end, I am looking for a simple wargaming system that I can easily adopt as sort of a side-game. The priorities are fun, speed, and simplicity. Realism is not a concern. I usually have 3-6 players present in my games, plus myself. Some of them can be a bit impatient, so anything that requires constant or very in-depth calculations will be difficult. It does not matter whether it is square grid or hex grid, I can find or make maps for either. Thank you very much for any suggestions. hello Alexander, I, my self, home brew wargames, but I think it may help to have, well, help could help with my steampunk game "VOx-Hole"
I'm a big fan of Birthright war cards for 2e AD&D in the Birthright boxed set. But there are a lot of good systems out there with varying degrees of crunchiness vs easy to play.
Thanks everyone for their suggestions, some of these should at least be good for giving me ideas. I hadn't thought of the difference between using rules light game and using one thats almost more of an auto-resolve, and I will have to talk to my players about which they prefer. Thanks again.