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Subject: Help with Custom Commander Effect

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Master Peon
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08/30/2006 11:15 AM  

In the Dragonlance group that I am in, the DM has decided that we will be converting our characters into Miniatures for some very large battles (mass battle rules ).  I have been trying to think of some Commander Effect for my 11th level Red Robed Illusionist (commander 4 by the mini handbook)

 

Any one have some suggestions I could use or build upon?


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zenthrus
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08/30/2006 1:58 PM  
My sympathies. Mass-battle rules in general tend to be un-fun.

You could try something like:
Followers within 6 squares gain Conceal 6 (i.e. Mass Invisibility).
Enemies within 6 squares are -2 on morale checks (i.e. Fear).
Followers within 6 squares gain one additonal melee attack at the highest bonus listed on their card each round (i.e. Haste). Followers gain +2 on saves against spells.
Followers ignore the first damage dealt to them in a match. This ability only applies against the first instance of damage dealt in a match (mirror image/programmed image, etc).


Some fun special abilities (not commander effects) could be:

Phantasmal Killer [] Target creature must make a morale save DC 18 or be eliminated from the match. If save is made, target creature takes 10 damage.
Illusory Terrain [] radius 2 All terrain in targetted area acts as a pit for the remainder of the match.

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Master Peon
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08/30/2006 2:24 PM  
[QUOTE]zenthrus wrote
My sympathies. Mass-battle rules in general tend to be un-fun.
[/QUOTE]So I have heard, but he could not find a better soultion.  I know that there is a book about doing army combat, but I cannot remember it and (Heros of battle?)

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Master Peon
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08/30/2006 2:26 PM  
[QUOTE]zenthrus wrote
Followers within 6 squares gain Conceal 6 (i.e. Mass Invisibility).
Enemies within 6 squares are -2 on morale checks (i.e. Fear).
Followers within 6 squares gain one additonal melee attack at the highest bonus listed on their card each round (i.e. Haste). Followers gain +2 on saves against spells.
Followers ignore the first damage dealt to them in a match. This ability only applies against the first instance of damage dealt in a match (mirror image/programmed image, etc).
[/QUOTE]Some good ideas.  Thanks, does the 6 squares still work with mass battles?

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Master Peon
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08/30/2006 2:28 PM  
[QUOTE]zenthrus wrote
Some fun special abilities (not commander effects) could be:

Phantasmal Killer [] Target creature must make a morale save DC 18 or be eliminated from the match. If save is made, target creature takes 10 damage.
Illusory Terrain [] radius 2 All terrain in targetted area acts as a pit for the remainder of the match.
[/QUOTE]I have converted most of my workable spells into minis format.  Morale save is always DC20. I have Illusory Terrain, and did not even think on how to make it playable in minis.  I also havve illusory pit, but did not convert it either.

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scruffydude7
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08/30/2006 2:33 PM  
[QUOTE]spikegif wrote
 zenthrus wrote
Followers within 6 squares gain Conceal 6 (i.e. Mass Invisibility).
Enemies within 6 squares are -2 on morale checks (i.e. Fear).
Followers within 6 squares gain one additonal melee attack at the highest bonus listed on their card each round (i.e. Haste). Followers gain +2 on saves against spells.
Followers ignore the first damage dealt to them in a match. This ability only applies against the first instance of damage dealt in a match (mirror image/programmed image, etc).
Some good ideas.  Thanks, does the 6 squares still work with mass battles?[/QUOTE]

No, in mass battles, a commader's command effect only applies to a unit it is attached to, if I recall correctly.

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Master Peon
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08/31/2006 8:44 AM  
anyone know of another rule format that can be used other then Mass Battles?  (A D&D supplement)

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Malin Lug
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08/31/2006 9:12 AM  
Here is an approach...  Narate through the first part of the battle...  GM should kill off so many of the bad guys and so many of the good guys, the PC's should be down so low on HP's and spells.  And then go from there.

That is what we did when the caravan we were traveling with was attacked by a "small" army (400 or so.)  It worked out well and didn't take up more than a single game session. 



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Talistran
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09/01/2006 10:06 AM  

I personally prefer to have a mix of Malin Lug's approach and the regular battle:

What I do is have 3 - 5 "mini combats" inside of the "small or large" army war.  Then the final combat.  This gives them some action and then narrate the remaining.

"You look up from your latest foe to see a large ogre moving towards the healing camp at the end of the battle field.  The clerics there don't seem to notice the monster as their backs are turned."

At this point, another "mini combat" is joined and the group rushes off to save the healing camp.  Then they fight more meaningless battles that are narrated before the next combat.  This could go on for a few hours of "battle time" but only take an hour or so of game time.

That is how I prefer to do mass battles.


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