Post by cooper on Jul 20, 2010 14:14:27 GMT -6
In another post I showed that the % chance of a "hit" in CHAINMAIL is identical (or very close) to that of D&D. To whit:
Hireling (0-level att/def: HF hits: 1c dmg: 1d6/6
Goblin att/def: HF hits: 1c dmg 1d6/6
The 0-level fighter has a 16% chance of scoring a "hit" against the goblin and the goblin has the same. A hit "kills" in CHAINMAIL, but statistically it does in d&d as well. The average hit points of a goblin and a hireling is 3.5, the average damage they do is 3.5 (d6). If you moved this further to the LBB+suppliments a d8 hit points and d8 long sword changes nothing.
In d&d terms (att=thac0)
hireling att/AC: 20/5 hp: 3.5 (average) dmg: d6 (3.5 dmg average)
goblin att/AC: 19/6 hp: 3-4 dmg: d6
The % chance to score a hit really doesn't change in relation to the other about 35% (14+ on a d20) each round that either will score a "hit" and roughly 50% chance of scoring a kill (3+ on damage dice) = (35%/x.5%)= +-16% chance of killing per round!
With that said, why not have the PC's stated out as normal, but keep your 5 hirelings for the party (or whatever number) as CHAINMAIL units? That way the battle remains about the PC's and their actions and doesn't get bogged down by running combat for redshirts and what not? The other benefit of chainmail is that attacks and damage are rolled on one dice, which halves the amount of dice rolling for no-names anyway.
Take 5 3rd level PC's and 4 0-level hirelings and pit them against 27 goblins. Lets assume the goblins attack all the humans equally (3 each). Normally in d&d this would take a while to do. Using the nitty-gritty of d&d for all the PC's and the goblins they're fighting you can bunch up the "second bit" characters thusly.
scale: 1:1 5 units Hirelings att/def: HF hits: 5c dmg: 5d6/6
15 units goblin att/def: HF hits: 15c dmg: 15d6/6
each hit kills 1 unit (individual). Very quickly rolling for the hirelings (PC's won initiative that round): 3, 2, 5, 6, 2. gives us 1 hit. So for the hireling portion of the battle you can simply assume that 1 goblin was killed. The goblins turn (only getting 14d6 now) 6,6,1,2, 3,2,2,1,6,5,4,1,2,3. Three hirelings bite the dust! Statistically this is probably within the margin of error of what would happen if played out in "long hand" using man-to-man rules. Is this preferable to rolling 15xd20 for attacks and then a bunch of damage dice for NPC's the players don't really care about anyway? Torchbearer #1 dies who cares? Right?
Can anyone point out a flaw I may have missed that would make this unworkable?
Hireling (0-level att/def: HF hits: 1c dmg: 1d6/6
Goblin att/def: HF hits: 1c dmg 1d6/6
The 0-level fighter has a 16% chance of scoring a "hit" against the goblin and the goblin has the same. A hit "kills" in CHAINMAIL, but statistically it does in d&d as well. The average hit points of a goblin and a hireling is 3.5, the average damage they do is 3.5 (d6). If you moved this further to the LBB+suppliments a d8 hit points and d8 long sword changes nothing.
In d&d terms (att=thac0)
hireling att/AC: 20/5 hp: 3.5 (average) dmg: d6 (3.5 dmg average)
goblin att/AC: 19/6 hp: 3-4 dmg: d6
The % chance to score a hit really doesn't change in relation to the other about 35% (14+ on a d20) each round that either will score a "hit" and roughly 50% chance of scoring a kill (3+ on damage dice) = (35%/x.5%)= +-16% chance of killing per round!
With that said, why not have the PC's stated out as normal, but keep your 5 hirelings for the party (or whatever number) as CHAINMAIL units? That way the battle remains about the PC's and their actions and doesn't get bogged down by running combat for redshirts and what not? The other benefit of chainmail is that attacks and damage are rolled on one dice, which halves the amount of dice rolling for no-names anyway.
Take 5 3rd level PC's and 4 0-level hirelings and pit them against 27 goblins. Lets assume the goblins attack all the humans equally (3 each). Normally in d&d this would take a while to do. Using the nitty-gritty of d&d for all the PC's and the goblins they're fighting you can bunch up the "second bit" characters thusly.
scale: 1:1 5 units Hirelings att/def: HF hits: 5c dmg: 5d6/6
15 units goblin att/def: HF hits: 15c dmg: 15d6/6
each hit kills 1 unit (individual). Very quickly rolling for the hirelings (PC's won initiative that round): 3, 2, 5, 6, 2. gives us 1 hit. So for the hireling portion of the battle you can simply assume that 1 goblin was killed. The goblins turn (only getting 14d6 now) 6,6,1,2, 3,2,2,1,6,5,4,1,2,3. Three hirelings bite the dust! Statistically this is probably within the margin of error of what would happen if played out in "long hand" using man-to-man rules. Is this preferable to rolling 15xd20 for attacks and then a bunch of damage dice for NPC's the players don't really care about anyway? Torchbearer #1 dies who cares? Right?
Can anyone point out a flaw I may have missed that would make this unworkable?