Hey everyone! I’ve been diving into D&D 3.5e and 5e, and I’ve noticed that the mechanics for handling personal armies, cohorts, or summons can really drag down the game. Whether it’s through the Leadership feat or the classic necromancer trope, it often feels like a lot of work for what it ends up being. Even summoning a handful of creatures can lead to complicated prep and tons of extra rolls during play. I’m curious about how other RPG systems address these issues. Are there any mechanics or systems out there that manage this more efficiently? Any examples of effective necromancer or leadership mechanics that actually enhance the game?
3 Answers
One option I’ve used since the old BECMI Companion is the War Machine system. It’s great for handling everything from small squads to massive armies. The mechanics are straightforward: you build your force based on simple criteria, and then resolve combat with parameters that consider things like losses and heroics. I’ve used it in various systems, including D&D and Mythras, and it adapts really well for large-scale battles without bogging down the gameplay. If you’re interested, you can find it in the D&D Rules Cyclopedia!
If you’re willing to step outside D&D, check out A Thousand Arrows. Each character starts with their own retinue right off the bat, whether it’s samurai or spirits. The mechanics flow smoothly and are just as quick to resolve as regular actions, which keeps the game moving.
For those into OD&D, the mass combat rules are super easy to transfer to modern systems. Hellsmarch Vol 1 is a good update of those rules tailored for Shadowdark, making it even simpler to use in current D&D editions. Definitely worth a look if you’re into that kind of thing!
I’ve seen Hellsmarch mentioned a lot lately. Also, don’t forget about the retroclone Dragons Beyond that has some solid guidance on this too.