Warfare, despite being a major component of fantasy fiction, often
seems too complicated to bother with in a game of D&D. This post
exists to help rectify that. Warfare can be simple to run, and more
importantly, it can be character focused. This post breaks down
character participation in warfare into a ‘score’ which tracks the
progress of a battle or war, which each encounter (starring a PC or
important NPC) impacts positively or negatively. Generally, battles
should start out with a negative score (indicating a defeat) which the
PCs can gradually turn into a victory if they succeed at their
encounters. Exact numbers are unimportant—if you need a guide, simply
define a battle or war as an adventure, with 6-8 encounters required for
victory! If you want to simulate the battle or war with a more in-depth
system, that’s great—these roles can simply grant bonuses (like
advantage) to units in that simulation—but they don’t require it! PC
roles can be divided into six possible categories: Champions, Saboteurs, Sages, Leaders, Spellcasters, and Officers. I’ll go through each role one by one:
The giant-blood orc called out to the defenders of the meager
fortress for a champion, one to face her in single combat. A single
stout dwarf in thick plate armor emerged from the fortress to meet the
challenge. Wordlessly, the sized each other up, the orc towering over
her dwarven foe. Their axes clashed, bouncing off stone-like hide and
dwarven steel alike. It was a stalemate—the battle continued for the
better part of an hour, exhausting both beyond their capacity for fury
and technique. Finally, the dwarf used a lull in the action to pour a
bottle of an acrid substance on his axe. He swore he wouldn’t use it,
but oaths meant little now. The next blow of his axe was but a nick to
the massive stone skinned orc, but it was enough for the venom to begin
to work, and the stone behemoth tottered and fell, grasping her chest.
Her children, crying foul, swarmed the exhausted warrior and tore him to
bits, but it was too late. Without their leader, the warband could not
keep the siege up. The dwarf had lost his life and his honor but saved
his people.
Champions are the mightiest warriors in their
armies, often facing each other in either formalized duels or impromptu
brawls on the battlefield. To many soldiers, the sight of their champion
keeps them in the battle, granting them influence beyond their physical
ability to fight. A champion encounter is a simple
brawl, possibly with the twist that the if either side’s champion falls,
even if they are raised or healed, it means that side loses and the
other wins. This grants a victory condition for the fight besides
annihilating the enemy—keep your champion on the fight and take out
theirs. Champions can be of any class or subclass, but typically they
are bombastic, pyrotechnic, or unsubtle in their fighting style, like a
Swashbuckler Rogue, an Evoker Wizard, or a Berserker Barbarian. In a
more in-depth system, Champions should grant some sort of buff to allied
units as a once-per-battle effect, as the champion’s duel represents
the height of a battle (or a violent prelude).
This was the fifth stable the halfling had visited today, and the
one with the heaviest guard. Evidently, word of her exploits had
reached the general’s ears. It mattered not. In and out, quick as a
wink, she slipped past guards to seize her prize. Not gold, nor blade,
nor magic, but something far more valuable. By the time the night
arrived, her pack was full, and she retreated into the night, dumping
her cargo into the deep river. A cacophony of clangs in a silent forest
was the only evidence of her deeds. She thought about the old saying and
smiled as she slipped away— “For want of a horseshoe, the kingdom was
lost”. Well, they would want dearly indeed.
Saboteurs are the silent workhorses of generals,
acting as spies, scouts, and secret agents to spoil the plans of their
enemy. Though unknown to the armies, the actions of saboteurs can lay
ruin to a general’s schemes or enable them to reach new heights of
audacity. A saboteur encounter is usually a stealth
and/or social encounter, depending on the specific method used by the
saboteur. The victory condition may require the saboteur’s work remain
undetected, or it may be as simple as an assassination mission, where
stealth is simply an optional aid. Saboteurs can be of any class or
subclass, but typically they are skilled at infiltration with either
stealth or social subterfuge, like an Assassin Rogue, an Illusion
Wizard, or a Shadow Monk. In a more in-depth system, Saboteurs may
either grant some sort of debuff to a single unit or a small group of
the PC’s choice or simply negatively impact some out-of-combat modifier,
like supplies or morale.
“They’ll make a night attack.” Karnus said.
“Why do you say that?” Gallus asked.
“They’re elves. It’s their specialty.” Karnus replied.
“It’s our specialty as well! We both see well in the dark. Besides, they
can’t use their bows effectively at range. They’d be at a disadvantage,
not an advantage.” Gallus declared.
“No. We rely on our cohesion to win the day. We have no cohesion at
night—no long-range communication. We also need sleep—elves don’t.
Besides, these are Greenvale elves. They favor blade over bow. They are
at their greatest advantage at night.” Karnus deduced.
“Then I will prepare accordingly. I knew there was a reason I kept you
alive, old friend.” Gallus concluded.
The other hobgoblin simply curled up and went back to sleep, chains
clinking around his feet.
Sages are the experts of war, offering knowledge and insight to their commanders and directly to armies. A sage encounter
is typically a skill challenge or social challenge, involving things
like research, prayer, interviews with locals, or even prisoner
interrogation. Typically, there is no combat, though it’s possible to
make a sub-adventure of it, as the sage is sent on a minor mission by a
creature with knowledge, like a sphynx or an angel. Sages can be of any
class or subclass, and often have their status determined by either
their specific skill proficiencies, or their background (like the Sage
background, for example). In a more in-depth system, Sages may grant
some useful knowledge (like enemy troop count or HP) or grant some buff
to a single unit or small group of the PC’s choice.
Their leadership had been slaughtered in the initial attack—the
throne and the royal retreat had been attacked simultaneously. The demon
lord Halkonath’s fiendish minions had entered through portals,
evidently created by the court mage, who they had some how compromised.
There had only been one survivor, and not even the demons considered
them a threat. Nonetheless, they were the one who had rallied the
knights from the border marches, who had raised an army off funds
donated by the local burghers, who had given the accumulated forces a
speech that had brought even the most hardened knights to tears. Though
this survivor did not command the battle, they were heralded by all as
the reason it had found victory, and songs are still sung to this day of
how the terrible Halkonath had been brought low by a court jester.
Leaders are not necessarily the generals that
command the battle, though they certainly can be. Leaders are the locus
around which an army forms and without which it is simple military
machinery. Leaders need not even participate on the battlefield at all
and may simply act to rally the home front towards victory! A leader encounter
is typically a social challenge, though for players that enjoy
wargaming, you may grant them direct control over a battle as well.
Typically, the class or subclass of the Leader matters less than the
influence they have over their troops, but charismatic characters are
beneficial, as are characters that have experience in warfare, like
Battle Master Fighters. In a more in-depth system, Leaders may either
directly command the battle or grant some sort of minor buff to all
allied units (or both).
The roar of the beasts deafened the meager army assembled to face
it. The militia only had to hold their foe in place for enough time to
allow the Arch-Evoker to do what she had promised. Spear and shield met
tooth and claw and the battle quickly turned into a rout. The massive
beasts were barely slowed by their foes, but their presence did cause
them to push more closely together, into a single great mass. This was
what the Evoker was waiting for. Calling upon the powers of flame,
stone, and sky, she cast her evocation, the flames illuminating her
wizened face. As the beasts stared up into their doom, they had a moment
of ancestral memory. The dinosaurs would meet their end by meteor yet
again.
Spellcasters are a special category, split into two subcategories— battle casters and support casters. Battle casters
are limited by the scale of the battle, how many battles they can
participate in, and by the relative power of the spellcaster. In a small
battle, with units that represent a dozen soldiers, even a spell like
Burning Hands or Shatter can qualify. In a larger battle, it may require
Fireball, and in one larger still it may require Circle of Death. A spellcaster encounter
typically involves enemy champions attempting to prevent the
spellcaster from getting into position to cast the spell. You can run
this as a “king of the hill” type battle, where you mark a point or line
as the “optimal position” for the spell to be cast from, and have
getting to that place and casting the spell as the victory condition for
the side with the spellcaster. Support casters are
simpler to adjudicate. Spells like Scrying can offer critical
information for one side and can often be foiled by other spells, like
Nondetection. You can adjudicate this as if they were a Sage or
Saboteur, judging success by the way the use their spells. In a more
in-depth system, you may want to ‘average’ the amount of damage a battle
caster would do to the portion of the unit it can affect, and
adjudicate from there, while adjudicating more specific information or
effects with support casters. Remember, you can make things more complex
without trying for a perfect simulation!
“Lieutenant Candis was the best officer I’ve ever had. Brave,
loyal, all that crap, but more than anything, he was smart. He saw the
way the battle was going before anyone else noticed. He tried to send a
runner to the general, but if she even got through, the general didn’t
do anything about it. He made a fateful decision—retreat and save his
soldiers. Some say it cost us the battle. It cost Candis his neck. I
think it won us the war. That battle didn’t matter—our folks got away
just fine— but if we hadn’t been there at Calcustree, there to lift the
siege, we might have lost the whole damn war. That’s commanding, in my
opinion, for all it’s worth. Here’s to him.”
Officers are another special category that could
apply to an entire group of PCs in addition to these other roles!
Officers are characters that are put in charge of a specific unit and
make decisions for that unit. With officers, you can’t rely on the
simple ‘score’ system as much and may want to simulate the battles using
one of those ‘more in-depth systems’ I have mentioned. In that case,
simply treat ‘units’ in a battle as identical to the creatures they’re
composed of. You may need to do some tweaking with ranges, but
ultimately, this works well. Officers aren’t ‘for’ every campaign, but
if you’re running a military campaign themed game, with the same units
in many battles, synchronizing PC abilities and unit abilities can help
may the players feel as though their character creation decisions
matter.
I hope you folks find this useful! There are a lot of guides on how
to run warfare in D&D, so I figured I’d focus this post on things
that people who don’t go as hard in for wargaming as I do would find
useful. Frankly, if you’re into wargaming already, you don’t need my
help!
(Originally published here on July 17, 2019)
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