KemperBoyd
Mongoose
Yesterday, I ran Ruins of Atlaia for my group which has the potential of huge battles against multiple foes. I did some house ruling to manage these and thought that i would share them with you:
1: Enemies are divided into initiative groups of about 5 or 6 enemies per group.
2: Generic enemies, like the soldiers in that scenario, are further divided into two categories. Frontline and reserve. Everyone who can directly attack a player character is a frontliner. Everyone else is in reserve.
3: Characters who use melee weapons just declare an attack. Characters who have a ranged weapon can either shoot at someone in reserve or at the frontliners.
4: When a character hits a frontliner, it's decided by random who in the frontline he actually hits, unless he calls out a specific attack against someone who isn't a generic enemy.
It worked pretty well. Granted, in that particular combat the player characters were all in the same place and formed a line to face the enemies, with two bowmen taking cover behind them, but if the player characters would be divided by the enemy, I would have just formed them into two or three frontlines.
The frontline system allows you to run combats without minis or intricate maps, but it also allows for combat to remain more cinematic which I like, and I like the idea that player characters basically hit whoever they can in a situation like this.
1: Enemies are divided into initiative groups of about 5 or 6 enemies per group.
2: Generic enemies, like the soldiers in that scenario, are further divided into two categories. Frontline and reserve. Everyone who can directly attack a player character is a frontliner. Everyone else is in reserve.
3: Characters who use melee weapons just declare an attack. Characters who have a ranged weapon can either shoot at someone in reserve or at the frontliners.
4: When a character hits a frontliner, it's decided by random who in the frontline he actually hits, unless he calls out a specific attack against someone who isn't a generic enemy.
It worked pretty well. Granted, in that particular combat the player characters were all in the same place and formed a line to face the enemies, with two bowmen taking cover behind them, but if the player characters would be divided by the enemy, I would have just formed them into two or three frontlines.
The frontline system allows you to run combats without minis or intricate maps, but it also allows for combat to remain more cinematic which I like, and I like the idea that player characters basically hit whoever they can in a situation like this.