Just an idea I'd had. Basically, this runs a character like that in the various "ancient battles in China" real-time character-based strategy games. Instead of single monsters, each icon represents a unit, of spearmen, archers, or whatever, a single hero, or a hero with a unit attached. Each unit is composed of a single troop type, and each gives different sorts of bonuses. Units with a ranged attack will fire when you fire, targeting your same opponent. Units with a melee attack will attack alongside you. Attacks targeting the unit may be assigned to either the unit or the hero. Hero damage reduces your hit points and can kill you. Unit damage kills off your followers. You can set a "bravery" slider for your hero that will affect which is more likely. Units with spears, or similar weapons, will improve your AC, as well as having a decent AC of their own. Beyond that, units will receive a to-hit modifier for flanking based on unit strength. If the enemy has fewer people in his unit, you can surround him, and find it easier to hit his unprotected flank. If he has more, he flanks you, and your need to protect yourself from all sides makes it harder for you to prosecute your own attacks.
Of course, there are also disadvantages. Your character can probably move pretty fast, after a while. If he gets a horse, and the right sorts of magical equipment, he can move *really* fast. On the other hand, units have a top speed, and if he wants to be able to move any faster than that, he's going to have to leave his unit behind. Also, each unit has a stealth rating. If unit stealth is worse than hero stealth, the unit stealth prevails. If hero stealth is worse, then the total stealth is a little bit below the hero stealth.
Could work as a format for any "clash of armies"-level game.
Each unit belongs to a type, which gives a starting stat set, and a basic layout of abilities. beyond that, there are some things that will have an effect on... well... effectiveness.
- Race. Assuming that there are multiple sentient races, there are probably some special troop types that are race-specific (Dwarven mining levies, for example). Aside from those, each race will have a series of racial mods that will apply to all troops of that race.
- Morale. Very complex. Very important. High enough unit morale provides a bonus to speed, to hit, and to AC. Low enough unit morale can have the troops desert you, leaving you alone on the battlefield with a punishing flanking penalty. Morale depends on many things - level of training, level of gear, racial compatability between character and unit, bravery ranking (the braver you are, the more willing they are to follow you), recent unit fatalities, whether the troops are getting adequate food and water, whether the troops are getting adequate pay and/or looting opportunities, battles won and lost, leadership skill, and so on.
- Training. Improves to-hit, AC, hit points, and damage. Expensive and time-consuming, but if you've got the time and money, it can definately be worth it. Can also train the troops in some useful special skills.
- Equipment. In addition to the obvious effects of weapons and armor, there are various forms of equipment that you may wish to consider. Hunting gear (and hunting skill) can keep your soldiers fed in the wilderness. Tents and blankets will make them happier about having to *sleep* in the wilderness. The right sort of equipment can make them far more alert for potential dangers. So on and so forth.
- Hero equipment. Some pieces of (magical) equipment worn by the hero can also have benefits at the unit level.
- Hero skills. Some heroes will have magical abilities that will augment their units. Many heros will have a degree of skill in Tactics. Some will have spells to cast that will improve their soldiers for limited periods of time.
Multiple Units: The number of units a hero can control effectively is limited by the Leadership skill (Probably Leadership would be the primary skill, with things like tactics, logistics, and so forth being subskills. Having a high skill in Logistics helps you stay heppy and effective without having to return to town every day or two.) You can still only lead one at a time directly, but you can give "pet commands" to any of them that you can communicate with (a good reason to invest in musical instruments and the appropriate training). Also, you can give more complex instructions to any unit you are currently in, and then leave it for another unit you control. This is one reason why getting to the battlefield early is useful. Things like being able to tell an archer unit to "stand here, and shoot anything that comes near. Kill mages first." can be very helpful.
Multiple heroes: Ones you get good *enough* at leadership, you may be able to acquire other heroes as followers. You may assign these to subordinate units, which they will then lead. You cannot have two heroes in one unit, but you can stand next to a led unit and give orders at the "complex" level.
Just had the idea, thought somebody might find it interesting.
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