Skirmish
I’m working on a move for large-scale battles. As soon as I got wind that large-scale battles would probably come up in the Planets Collide campaign, I picked up The Last Days of Anglekite by Magpie games. But Anglekite’s subsystem with Force dice and generic “harm” stuff didn’t quite suit what I was looking for. I wanted something more in line with Followers from Perilous Wilds.
But the Anglekite battle move had some cool ideas, so I started with that. Here’s my current draft—very much a work in progress—brought back to the drawing board with inspiration from Jeremy Strandberg’s recent work on an alternate Hack & Slash.
Yochai Gal suggested I share it, and I realized that would be a great way for me to uncover obvious problems and possibly make it better. And if it helps anyone else solve the problem, all the better! Here goes.
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When you lead a force into battle, roll +Loyalty.
* Take +1 if your side has superior equipment, supplies, or intelligence.
* Take +1 if your side has a decisive advantage in this terrain or environment.
* Take -1 if you are clashing with a larger force.
* Take -1 if your side is a non–mythic force clashing with a mythic force (divine, magical, planar, or legendary).
✴On a 7+, the bigger force deals its damage, +1d6 extra, to the smaller force; and the smaller force deals its damage to the bigger force. If both forces are the same size, then they both deal their standard damage. ✴On a 10+, choose 2. ✴On a 7–9, choose 1.
* Your force suffers no casualties from the enemy’s attack: Ignore your enemy’s damage.
* Your force fights with ferocity: Add +1d6 to your damage.
* You hold the line on territory you are defending.
* You claim a new position from the enemy.
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I’d love to hear any feedback or scorn you can meet out. Iron sharpens iron, people! Bring your iron and fight!
Or, you know, help me out. Ask questions. Or ignore this post and delete your browser history.
Thanks!
[Edit: fix formatting.]