NewSun said
You mention a combat system; will there be a system in place that gives races that are slightly more naturally talented in combat an advantage over a less imposing one? Or is it a level playing field with tech trees being the only way that two forces are numerically differentiated?
The beauty of this, is that there are two ways to resolve player-on-player battles.
1) pre arranged resolve, where by the players agree that a battle goes a certain way. Sadly rare, but it makes for a better story.
2) I roll with my dice.
On each player's entry, I will create a space for them on the OOC post to detail their bonuses, and disadvantages, along with their research progression, population size and happiness. Essentially taking away all the nasty stuff that you guys usually have to keep track of. I will not have my own nation, but rather, I will control the NPC world. I made the mistake of trying to do that in my last RP, whilst having a nation at the same time - it became impracticable, which was a shame because people really loved what I was trying to do. I just didn't have six hours to sit down and type every night!
So for example, let's say you're a race of intelligent giants. 20 feet tall, and strong enough to rip a human in half like they were a blade of grass. Fantastic right? Well what if those humans realise that these giants make fantastic crossbow targets?
My combat system looks like this raw. Note that some of it may not be clear, as it usually is just me who uses it, and I also haven't adapted it to this RP yet.
Primary Dice Roll - Battle Casualties
1 - 10%
2 - 15%
3 - 20%
4 - 25%
5 - 30%
6 - 35%
Modifiers
Morale
90-100% = 5%
75-89% = 10%
50-74% = 15%
25-49% = 20%
< 25 = 25%
Significant Events
2 - Loss of Flank (10%)
4 - Buckled Centre (20%)
6 - Loss of General (Requires roll to determine whether the army routs)
1 - Cunning Manouvers (-10%)
3 - Unbroken Line - (-15%)
5 - Heroic Action
Heroic Action
1 - 2 = Heroic fighter (5% to enemies losses)
3 - 4 = Chivalry (-10% to losses if loser//-10% to enemy losses of winner)
5 - 6 = Heroic Duel (The two army's leaders duel each other)
Heroic Duel (Loser must roll Loss of General rout)
1 - 3 = win
4 - 6 = loss
Death of General Rout Roll
1 - 3 Rout
4 - 6 Stands firm
Army Size Modifier
Under 20% Difference - 0% Smaller Army Casualties//-0% Bigger Army casualties
20% Difference - 5% Smaller Army Casualties//-5% Bigger Army casualties
40% - 10% Smaller Army Casualties//-10% Bigger Army casualties
60% Difference - 15% Smaller Army Casualties//-15% Bigger Army casualties
This goes on for as long as it needs 5% at a time.
Victory Types - Battlefield
Difference under 20% Draw - No land changes hands, forces remain facing each other.
Difference 20% Minor Victory - Losers withdraw slightly, but do not retreat.
Difference 30% Victory - Losers retreat to nearest fort.
Difference 40% Clear Victory - Losers must roll "Desertion Roll" to determine how many of their men have disbanded. Survivors withdraw to nearest fort but are still combat effective.
Difference 50% Crushing Victory - Losers must roll "Desertion Roll" and 'Persued Roll' to determine how many of their men have disbanded or been rundown. Survivors retreat to nearest fort but are still combat effective.
Difference 60%* Comprehensive Victory - Remaining army destroyed automatically.
Desertion Roll (Added to total losses)
1 - 0%
2 - 5%
3 - 10%
4 - 15%
5 - 20%
6 - 25%
Persued Roll (Added to total losses)
1 - 0%
2 - 5%
3 - 10%
4 - 15%
5 - 20%
6 - 25%
So those giants, if they faced an archer-heavy force, would suffer an automatic 10% casualty rate. However, if they came up against either a balanced army, or a melee-centric army, then the enemy would automatically lose 10%.
The bonuses that races get will not be winning cards, and only benefit them in certain situations. Players will have time to appeal against given bonuses when the OOC is up.