Re: Mass Combat
This looks quite interesting.
Sections...
Raising an Army: In part this is based on rank for the levying of vassals, though it may be that the wealthy can also hire troops to a limited extent - my brief reading does not shed light on the table which may allude to this aspect. You can also acquire mercenaries through money, and usual amounts of money available for such expenses is defined by rank and virtues (wealthy/poor, or "average" if neither applies). The last way to gain troops is via Affinity - the use of personal authority and charisma by a noble acting as the leader of a region to draw lesser nobles to your force. Affinity is covered earlier in the book, and in the main is based on rank, or being an officer of a lord.
Battles themselves are approached in a way I find fitting to the 5th edition's focus on mechanics in service to story and player enjoyment. The central philosophy as presented by the book is under the section "Heroic Endeavors":
"Battles are played as a series of vignettes each with a player character as the decisive force. The success of the character reflects the success of the wider army."
A battle has 4 steps...
-
Commanders determine territorial advantage. Terrain is scouted, maps consulted, and Area Lore "deployment rolls" are made to determine who has the superior deployment of troops. The difference between the higher and lower Deployment roll is the "Territorial Advantage" that the winner of the contested roll claims. Magic can be used to add to one's territorial advantage if it messes with the terrain or deployment of troops - the highest magnitude of any spell used to this end is added to their side's deployment roll.
-
The Weight of Numbers modifier is determined by way of a chart - the ratio of forces can give a a troupe a bonus or penalty to their battlefield events.
-
The storyguide assigns and plays out a special combat encounter "battlefield event" for each participating player character. After each battlefield event losses are tallied and a new Weight of Numbers modifier is assigned. Each event seems to have a 5 round length.
-
Once all battlefield events are resolved, Victory is decided, and the narrative outcome of the battle is described.
Battlefield events are interesting. The have echoes of Mystery Initiation scripts and the crunchy bits of Faerie Stories from RoP: Faerie in terms of mechanics.
They are essentially "hero spotlight time!" focusing on the pivotal events in the overall battle.
The battle is defined in stages. Each stage, if I am reading things correctly (and language here and there is a tad unclear) each stage of the battle has a pivotal event, and as time advances, each stage of battle has an increased "Battle Ease Factor".
The troupe decides who is going to be the main actor in a particular stage of battle (others may support, it seems), and that character needs to tailor a Battlefield Event that will let him beat the Battlefield Ease Factor.
The base Event Total you have is:
Stamina + Leadership + Territorial Advantage + Weight of Numbers bonus/penalty
You may need to hit a 9, 12, or 15 Battlefield Ease Factor, depending on the stage of battle you're in.
To make up the difference between the character's Event Total and the needed Battlefield Ease Factor, the player designs the scene by choosing various elements that tilt the odds for or against them. This feels to me a bit like the choice of elements in an initiation script, and also has an indie game vibe I sort of like.
The elements you can choose from:
Give up initiative: +1 (you're assumed to have the initiative normally)
Maneuver type:
Defend: +0
Attack: +1
Take: +3
Run the Gauntlet: +2 (challenging indirect or non-combat endeavors that can impact a battle)
Heroic Gesture: +4 - an act of foolhardy bravery, you win the event even if the main PC dies. If any other PC dies, though, it is lost. It can also be lost if the gesture itself fails without any PC death.
Size: This defines how big the enemy force is you're facing. The size of a "combat group" is impacted by the "Weight of Numbers" modifier.
Lesser: +0
Even +1
Outnumbered: +2
Overwhelmed:+3
I Stand Alone: +4
Enemy:This defines the kind of opponents faced
Inexpensive: +0 (levies)
Standard: +1 (infantry, archers)
Expensive: +2 (knights, sergeants)
Special: +3 (Badass NPC warriors, supernatural foes, or dangerous phenomena such as fire, a collapsing tower, and so on.
Baggage: +4 Attacking the baggage train - this seems like the low hanging fruit, but attacking it earns you 1 xp towards a Bad Reputation.
Once you've constructed the event, you play it out. After it's done, you calculate losses, possibly one side or the other makes a morale check, and then move on to the next event.
A nice list of battlefield events is given, noting the elements they are made of, and Event bonus they provide, as well as describing the event:
Skirmish, Hold the Line, Rescue, Loose, On All Sides, Ransom, Feint, Seize the Colors, A "Heroic" Maneuver, Alone Against Many
The Aftermath of Battle section notes a few things: winning your event gains each victorious PC a confidence, and earns the leader an experience point towards an appropriate reputation.
In any case, my brief overview done, I think I like these rules. Again, they play to the mechanics supporting story idea that I see in 5th Edition. The aren't miniature rules with little relation to the Ars Magica core,and they can handle the effect of magic on the battlefield as there's no change in scale or mechanics when working through the pivotal events of a battle.
I'll go into Siegecraft tomorrow.