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Mass Battles in DnD 5e, made possible with Roll20 Macros

I've been looking for a way to run a massive battle of armies that's coming up in one of my D&D 5e games. 5e just isn't a great system for managing large-scale combat. Unearthed Arcana has released some thoughts, but nothing great. The rules for stands were too complex to handle larger numbers. The second try was too vague. In thinking about systems that are fun, simple, and work for mass combat, I can't help but think of Risk. It's so simple. Roll dice. Highest number wins. Ties go to the defender. I'm going to try out a similar system in my game. Combatants will be grouped into stands of similar creatures. Each stand rolls dice that are determined by the CR of the creatures in each stand. Larger CR stands will roll dice that have a greater probability of rolling higher numbers. Any stand can potentially beat any other, but the probability makes higher CR stands more likely to win. The roll20 macros make this super simple. In my tests, this makes a mass combat go really quickly and allows for interesting results. I'm sharing the macros I wrote here in case anyone else wants to use them. The basic premise of the rules are similar to Risk. Up to 3 combatants can attack up to 2 defenders, each rolls dice. There's an attack macro and a defend macro that function with a simple drop down list. Both keep the two highest numbers rolled for comparison. Mass-Attack /roll {?{CR of 1st Attacker|1/8, 2d4dh1|1/4, 1d4|1/2, 2d6dh1|1, 2d4d1|2, 2d8dh1|3, 3d4k1|4, 1d6|5, 2d10dh1|6, 2d6d1|7, 1d8|8, 2d12dh1|9, 1d10|10, 2d8d1|11, 3d8k1|12, 1d12|13, 2d10d1|14, 2d20dh1|15, 3d10k1|16, 2d12d1|17, 3d12k1|18, 1d20|19, 2d30dh1|20, 2d20d1|21, 3d20k1|22, 1d30|23, 2d50dh1|24, 2d30d1|25, 3d30k1|26, 1d50|27, 2d50d1|28, 2d100dh1|29, 1d100|30, 2d100d1}+?{CR of 2nd Attacker|None, 0d0|1/8, 2d4dh1|1/4, 1d4|1/2, 2d6dh1|1, 2d4d1|2, 2d8dh1|3, 3d4k1|4, 1d6|5, 2d10dh1|6, 2d6d1|7, 1d8|8, 2d12dh1|9, 1d10|10, 2d8d1|11, 3d8k1|12, 1d12|13, 2d10d1|14, 2d20dh1|15, 3d10k1|16, 2d12d1|17, 3d12k1|18, 1d20|19, 2d30dh1|20, 2d20d1|21, 3d20k1|22, 1d30|23, 2d50dh1|24, 2d30d1|25, 3d30k1|26, 1d50|27, 2d50d1|28, 2d100dh1|29, 1d100|30, 2d100d1}+?{CR of 3rd Attacker|None, 0d0|1/8, 2d4dh1|1/4, 1d4|1/2, 2d6dh1|1, 2d4d1|2, 2d8dh1|3, 3d4k1|4, 1d6|5, 2d10dh1|6, 2d6d1|7, 1d8|8, 2d12dh1|9, 1d10|10, 2d8d1|11, 3d8k1|12, 1d12|13, 2d10d1|14, 2d20dh1|15, 3d10k1|16, 2d12d1|17, 3d12k1|18, 1d20|19, 2d30dh1|20, 2d20d1|21, 3d20k1|22, 1d30|23, 2d50dh1|24, 2d30d1|25, 3d30k1|26, 1d50|27, 2d50d1|28, 2d100dh1|29, 1d100|30, 2d100d1}}kh2 Mass-Defend /roll ?{CR of 1st Defender|1/8, 2d4dh1|1/4, 1d4|1/2, 2d6dh1|1, 2d4d1|2, 2d8dh1|3, 3d4k1|4, 1d6|5, 2d10dh1|6, 2d6d1|7, 1d8|8, 2d12dh1|9, 1d10|10, 2d8d1|11, 3d8k1|12, 1d12|13, 2d10d1|14, 2d20dh1|15, 3d10k1|16, 2d12d1|17, 3d12k1|18, 1d20|19, 2d30dh1|20, 2d20d1|21, 3d20k1|22, 1d30|23, 2d50dh1|24, 2d30d1|25, 3d30k1|26, 1d50|27, 2d50d1|28, 2d100dh1|29, 1d100|30, 2d100d1}+?{CR of 2nd Defender|None, 0d0|1/8, 2d4dh1|1/4, 1d4|1/2, 2d6dh1|1, 2d4d1|2, 2d8dh1|3, 3d4k1|4, 1d6|5, 2d10dh1|6, 2d6d1|7, 1d8|8, 2d12dh1|9, 1d10|10, 2d8d1|11, 3d8k1|12, 1d12|13, 2d10d1|14, 2d20dh1|15, 3d10k1|16, 2d12d1|17, 3d12k1|18, 1d20|19, 2d30dh1|20, 2d20d1|21, 3d20k1|22, 1d30|23, 2d50dh1|24, 2d30d1|25, 3d30k1|26, 1d50|27, 2d50d1|28, 2d100dh1|29, 1d100|30, 2d100d1}
Im sure youve seen it, but I'll link it anyway: <a href="https://media.wizards.com/2017/dnd/downloads/2017_UAMassCombat_MCUA_v1.pdf" rel="nofollow">https://media.wizards.com/2017/dnd/downloads/2017_UAMassCombat_MCUA_v1.pdf</a>
Right, part of the problem that I was trying to fix was that high CR units would always, without a doubt, defeat low CR units. The straight bonuses were too straight of a progression. But I do like the idea of using CR as a way to approximate unit strength.