Battle System
Battle System
Clash
The D&D combat rules in the Player’s Handbook
are designed to model conflict between small
Miniatures and Scale
groups—an adventuring party of perhaps three For ease of play, clarity, and speed of combat
to six characters against monster groups that resolution, these rules assume the use of
rarely exceed a dozen creatures. Combat on this miniatures and a grid, just as you might use for
scale keeps the focus squarely on the small-scale combat. However, time and distance
adventurers. work a bit differently under these rules.
In some D&D campaigns, though, the story Time. Each round of combat represents 1
might hinge on battles involving dozens or minute.
hundreds of monsters and warriors. The rules Distance. A single square measures 20 feet on
presented here build on the standard combat each side.
rules to model conflict on a much larger scale, Diagonals. Diagonally contiguous squares
while still enabling individual adventurers to (those that touch only at a corner) are not
lead an army’s charge against an enemy considered adjacent; each is 1 square away from
regiment, rally dispirited soldiers to rejoin the the other. Stands and solos cannot move
fray, or defeat powerful enemy monsters or diagonally. When determining the distance
leaders. between one square and another, do not count
In most cases, when two armies oppose one squares diagonally.
another, the DM serves as the general for one
side, and one or more players serve as generals
for the opposing force. These leaders direct the
Stands
soldiers that make up their armies, and everyone A stand consists of ten identical creatures that
at the table might also represent individual move and fight as a single entity. Only creatures
champions (such as the player characters and of Huge size or smaller can be formed into
important NPCs) who are capable of turning the stands. Gargantuan creatures always fight as
tide of battle all by themselves. individuals; see “Solos” later in this section.
Space. A stand of creatures occupies the same
The Combatants space on a 20-foot grid that a single creature
would occupy on a 5-foot grid.
In these rules, the elements of an army are
stands, each of which represents ten creatures Creature Size Space
of the same kind, and solos, which are powerful Medium or smaller 1 square
individuals that can act alone or join an allied Large 2 × 2 squares
stand. A stand behaves much like a single Huge 3 × 3 squares
creature in the standard combat rules, with its
own hit points, saving throws, and attacks. Statistics. A stand uses the statistics and
Stands and solos on each side are grouped into special abilities of the creatures within the stand,
units of dozens or even hundreds of creatures. A such as Armor Class, hit points, attack and
unit generally moves and attacks as a single damage capabilities, and so on.
entity, with all of its members using the same Speed. The speed of a stand is measured in
strategy and tactics every round. squares, and is equal to the speed of an
individual creature divided by 5. For example, a
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(Skirmishers and solos only)