So the goal of the players is to try to accumulate as many positive bonuses while denying their enemy. It makes accumulating +1/-1 modifiers have a far greater impact. I went with 2d6 for the specific probabilities it produces. When a force meets an opposing force on the battlefield they make an engagement test which is an opposed 2d6.
This lets NPCs the players have befriended become useful during these macro-battles and increase that nice bond you want between player and npc. Talented advisors and officers may also be attached to the force to grant additional bonuses and/or abilities. Supplies determine how long these troops can be fielded before willpower starts plummeting. So if your force has 10,000 troops but with a willpower of 50, they are only as effective as 5000 troops. Willpower is a percentage and modifies the force size and can influence random events. They have three stats: Force Size, Willpower, Supplies. Regular birthright is a bit more zoomed in with players handling the individual squads, but I didn't want them having to do too much in the way of extra accounting/management of stats).Įach force has a specialty such as cavalry or archers that grants it some abilities beyond simply 'Attack'.
For military battles I'm having the players act as generals of a mixed force.
I'm running a Birthright styled game now (a sort of high fantasy take on Romance of the Three Kingdoms).