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open:settings:6d6hellenic:waradvice [2012/08/28 17:14]
cyancqueak bullet points
open:settings:6d6hellenic:waradvice [2013/12/09 19:48] (current)
cyancqueak updated title
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-===Champions ​on the Battlefield===+====Champions ​in Battle====
  
 In battle, heroes are forged and reputations lost.  It is highly likely that if champions attach themselves to the cause of a polis or a god, that they will be called up to fight in an army. In battle, heroes are forged and reputations lost.  It is highly likely that if champions attach themselves to the cause of a polis or a god, that they will be called up to fight in an army.
  
-==Role of Champions==+===Role of Champions===
  
 In the ancient times of Homer and the old legends, battles could be decided by the combat of champions. ​ Such actions finished quarrels before too much blood was shed.  In this age of new heroes, the practice has returned. ​ However, it is not an inviolable custom and neither side is obligated to offer or accept such terms. ​ A side with a clearly victorious position would be unlikely to gamble away their certain victory. ​ In terms of combat, a battle of champions works just like normal combat, though the environment will be bounded by the opposing armies and will be on the preferred battle ground of a hard flat featureless plain. ​ Everyone should be aware that the players are fighting for the honour of their cause. In the ancient times of Homer and the old legends, battles could be decided by the combat of champions. ​ Such actions finished quarrels before too much blood was shed.  In this age of new heroes, the practice has returned. ​ However, it is not an inviolable custom and neither side is obligated to offer or accept such terms. ​ A side with a clearly victorious position would be unlikely to gamble away their certain victory. ​ In terms of combat, a battle of champions works just like normal combat, though the environment will be bounded by the opposing armies and will be on the preferred battle ground of a hard flat featureless plain. ​ Everyone should be aware that the players are fighting for the honour of their cause.
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 Mass combat with its thousands of participants can quickly become complex and unwieldy for players and story leaders alike. ​ To aid the group, the following suggestions are made.  If the storyteller wishes to focus on just the players, perhaps leaving the result of the battle to external force and the requirements of the story then it is useful to consider only a very narrow part of the battlefield. ​ The battle can be treated as a standard combat but with defined edges. ​ In the press of a hoplite phalanx, there is little mobility, so the combat can be limited to just two soldiers on each side of the players and the enemy soldiers a spear’s distance away.  The primary difference is that wounded enemies and allies are immediately replaced by soldiers from further back in phalanx. ​ The primary goal is to break the enemy’s formation, causing them to flee.  Once the majority of the spears have been broken, the gap between the lines will close, swords are drawn and the pushing contest begins. ​ This method of focusing on the player’s local area is useful if they are in combat with the enemy, but not advantageous if the players are in the rear ranks or far from the enemy. Mass combat with its thousands of participants can quickly become complex and unwieldy for players and story leaders alike. ​ To aid the group, the following suggestions are made.  If the storyteller wishes to focus on just the players, perhaps leaving the result of the battle to external force and the requirements of the story then it is useful to consider only a very narrow part of the battlefield. ​ The battle can be treated as a standard combat but with defined edges. ​ In the press of a hoplite phalanx, there is little mobility, so the combat can be limited to just two soldiers on each side of the players and the enemy soldiers a spear’s distance away.  The primary difference is that wounded enemies and allies are immediately replaced by soldiers from further back in phalanx. ​ The primary goal is to break the enemy’s formation, causing them to flee.  Once the majority of the spears have been broken, the gap between the lines will close, swords are drawn and the pushing contest begins. ​ This method of focusing on the player’s local area is useful if they are in combat with the enemy, but not advantageous if the players are in the rear ranks or far from the enemy.
  
-==Modelling Armies in 6d6 Hellenic==+===Modelling Armies in 6d6 Hellenic===
  
 If the storyteller wishes to give the players influence over how the battle resolves and want that the issue to remain in doubt, then one solution is to model the army as any other 6d6 NPC, using cards. ​ An army deck consists of six possible cards, representing different facets of the army. If the storyteller wishes to give the players influence over how the battle resolves and want that the issue to remain in doubt, then one solution is to model the army as any other 6d6 NPC, using cards. ​ An army deck consists of six possible cards, representing different facets of the army.
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 | d6+5 | Inspired | Excellent | Lots more | Strict | Capable | Energetic | | d6+5 | Inspired | Excellent | Lots more | Strict | Capable | Energetic |
 | d6+6 | Fearless | Unbreaking | Overwhelmingly More | Selfless | Skilled | Unflagging | | d6+6 | Fearless | Unbreaking | Overwhelmingly More | Selfless | Skilled | Unflagging |
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 Army combat follows the same rules as character combat. ​ As battle between armies typically last an hour, the suggested length for a turn in army combat is 6 minutes rather than 6 seconds. ​ If a player character is leading the army, then selection of the relevant cards is done by that player, else it is left to the story leader to play the army cards and roll the dice.  The quickest way to present the army deck is to use the template NPC deck, an example of which is shown at the end of the section. Army combat follows the same rules as character combat. ​ As battle between armies typically last an hour, the suggested length for a turn in army combat is 6 minutes rather than 6 seconds. ​ If a player character is leading the army, then selection of the relevant cards is done by that player, else it is left to the story leader to play the army cards and roll the dice.  The quickest way to present the army deck is to use the template NPC deck, an example of which is shown at the end of the section.
open/settings/6d6hellenic/waradvice.txt · Last modified: 2013/12/09 19:48 by cyancqueak
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