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On today's show...
Mass Combat!
Guest: Arjade - Game Masters Stash
Sponsor: Goblin Stone
Winner: Laurendeau91
Thanks for joining us today at the “Crit Academy” studios where everything is made up and your rolls don’t matter. Yup, that’s right; your rolls are like shoes for a halfling.
Today’s Highlights:
Segment 1: In the Realm: (Where we discuss anything of interest going on in our personal lives.)
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Segment 2: Crit Nation Feedback: Let’s talk about Blank! (Answer questions!)
Jordan M. from Facebook asks: Rules question – Druid is in wildshape form with full hp. He gets charmed by a Succubus who then proceeds to use draining kiss. The resulting damage meets his max hp. Does the druid A) instantly die per draining kiss rules or B) revert back to druid form?
Segment 3: Main Topic: (Mass Combat)
Mass combat rules are designed to allow the dmg to determine outcomes of massive battles
- A battle rating is determined for each creature – an general measurement of combat effectiveness
- To manage large scales – creatures organized into units.
- Morale rating is also used to measure combat motivations
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- Fight to the death or flee
- Each unit has a Commander – Key role with their charisma modifier applying to initiative and morale
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- Each unit must have 1 commander
- Battle Rating is based on the creatures CR.
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- Bonus' range from +1 to +50 Table provided in UA
- Once a unit is created you use the table to calculate BR
- CR under ½ provide no BR
- Creating Units
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- Each unit consists of 400 medium or smaller creatures
- Larger sizes take more space in a unit (table provided)
- The larger the units the less creatures per unit
- Unit space is measured 100 feet on each side regardless of size – for tracking purposes
- It's best to organize similar or identical creatures to a unit
- Ranged Attackers
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- A unit must have all creatures who can make ranged attacks at will to do so as a unit
- Range is 100 feet unless a single unit has less than that, then use that range
- Morale Rating
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- This acts much like an ability modifier, scale of -10 to +10 (table in UA)
- roll d20 and add morale modifier
- Rule of thumb, start morale at 0
- Add Commander's Charisma modifier – represents their ability to lead and motivate
- Factors Affecting Morale
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- Poor treatment
- Low/No pay
- No stake in outcome
- Incompetent Commanders
- Daunting, overwhelming foe
- Poor equipment
- Running Battles
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- Time: 1 round = 1 minute – Maneuvering hundreds of units takes time
- Initiative: Each unit is fixed: 10+unit morale + commander charisma mod
- A unit can move and take 1 action per turn
- Speed: =10x its lowest members speed
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- Movement: A unit must stop moving if its adjacent to an enemy unit, unless thy disengage.
- Miniatures: Really helps here
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- Each grid square or hex is 100 feet
- Action Options:
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- Attack: Opposed checks between both unit's BR.
- Advantage:
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- Attacker has Higher ground
- Defender is adjacent to to an additional enemy unit(flanking)
- Disadvantage:
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- Defender has partial cover
- Defender is flanked by two friendly units
- Morale Checks:
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- Casualties: A unit makes a DC 15 morale check if reduced to half its BR, if failed, it is removed from battle.
- Friendly Casualties: If a friendly unit is defeated within 500 feet, the unit must make a DC 10 morale check, if failed can't move or take action on its next turn
- Characters in Mass Combat:
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- Don't absorb them into units if you can avoid it-if you must allow them to use special abilities to effect the unit. Example Wall of Ice effects 100 foot long line.
- Instead pause the action and give them a normal combat Zoom it to focus on the PCs, when enemy eliminated move back out to mass combat.
- Characters in Units:
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- You can allow them to cast spells and do their actions as normal or allow them to control the units and become the commanders of their unit.
- Critical Events:
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- If characters aren't placed as part of a unit you can have them take place in critical events during battle.
- See table in UA.
- These events play out like one-shot style games while the massive combat is going on around them.
Sponsor: Loresmyth
Winner: Turtlesprint
Segment 4: Unearthed Tips and Tricks! (We give you creative content for your next adventure)
Character Concept: Nervous Tick
Twitch from south park
Always paranoid
Easily startled
Monster Variant: The Count of Montecristo
Origin: Noble
Features:
- On Guard: While wielding a rapier, other creatures provoke an opportunity attack from you when they enter your reach.
- Lunging Attack: When The Count makes a melee weapon attack with On Guard, it can increase its reach by 5 feet.
- Halt: When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Encounter: Call of Lightning!
Entire combat takes place during a magical lightning storm.
At the end of every characters turn they make a Dex saving throw to avoid being struck by lightning. A creature that moves more than 30 ft on their turn has advantage on this saving throw. A creature that doesn't move during their turn has disadvantage on the saving throw.
Magic Item: Socketed Gems
-see reference doc -
https://drive.google.com/open?id=0Bw5BlE7UQBLHUWJkd3RVYmppUmM
Dungeon Master Tip: Make powerful items a liability.
Powerful Items attract unwanted attention
Have people approach the heroes and make offers on their equipment.
Have them attacked in an attempt to have their gear stolen.
Have crime syndicates break into their base of operations while their out on quests.
Player Tip: Don't be a Dick!
Don't try and talk while your DM is talking.
It's rude as hell
It's distracting
Half the time, nobody gives a shit what you have to say.
Closing: Please join us on our next episode where we hear feedback from our Heroes. We will discuss (Insert subject) .
If you have any feedback, unearthed tips and tricks or topics you would like us to discuss, please send them to us. You can email them to us at critacademy@gmail.com or find us on twitter and facebook @critacademy.
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I am your host Justin and I am your guest(name). Thanks for listening.
Keep your blades sharp and spells prepared heroes!