Nasir6 said:Oly said:It does take a lot of "hand waving" and narration of the results in an interesting fashion to make it work.
Care to give an example? I'm not fully sure I understand what you mean
The MC and modifiers to it for a formation are all abstract and not that easy to define. The list given is pretty good but I'd often go with the D20 rule of applying a +2 or -2 modifier for all sorts of other things.
For example in a recent battle my players prepared the battlefield with oil filled trenches and had archers ready with fire arrows. When they were ignited I simply gave the enemy formation marching over them a -2 MC modifier.
Likewise when a unit has it's MC drop as a result of a check then rather than just saying "oh it's taken a -2 to it's MC" it's better to look at map of the battle and describe upon it what that actually means.
In a battle to take a city as the defenders MC gradually dropped firstly ladders were put against the wall, then attackers got onto the walls, the defenders would drop back to the towers before finally being forced out into the city itself.
That sort of narration makes the battle interesting and should also give the PCs ideas for "mini adventures" such as saying "OK I'm heading to the south wall and I'll assist the defenders there to take back the battlements".
That would lead to me perhaps saying that they'd need to recapture the top level of a tower in order to get onto the battlements and that would be the mini adventure for that round of the battle.
Nasir6 said:So, just to clarify, MC really doesn't having any baring on whether the army (or unit, rather) is, say 10,000 strong or 10? (unless, of course, it's *actually* 10,000 versus 10. I personally wouldn't even bother rolling MC in that regard, just narrate the PCs being surrounded and seeing what they do)
There is a -2 modifier for a formation that is outnumbered by 2:1 but that's about it, in theory numbers don't matter.
Again this is where some hand waving comes into it. To me numbers alone don't tell the story, it's also about the quality of the units. A small army of Knights should be able to deal with an army of peasants many times it's size.
I'd look at the various MC values suggested for different types of unit, look at a formations composition and look at what it's set against before coming up with some MC for it.
Maybe a formation of mostly Zingaran Men-at-arms (MC11) has some Zingaran Knights (MC15) attached to it, I might give the resulting formation an MC of 12 or 13.
Sometimes I would also work backwards thinking of the difference of MC between formations that I would like to see and then coming up with reasons to justify that.
Again heading back to that city battle I wanted the attackers to have a distinct advantage so I think that I gave them an MC that was 2 to 4 points higher than the defenders. That was explained as the opposing army being well motivated, better equipped and having catapults and siege engines.
Let to their own devices the attackers should have won the day. However the players were listening to my description of the battle and were charging around shoring up weak points or taking advantage of a faltering enemy.
The PCs didn't win the battle on their own but their intervention at certain points, particular if all of them rushed to assist the same formation, was crucial.