Combat Miniatures

The original Dungeons & Dragons game system has a history in miniatures and war games. The rules were created to allow players to take a microcosmic view point of war games, in which the players are no longer god like omnipotent hands that move figures and channel chaos but are the very soldiers in those armies.

With these simplified rules for playing miniatures you can begin your adventures in war games with your favorite role playing game rules. Because the core rules of OSRPG Minis are system independent you can download these rules and use your favorite RPG gaming system with them. The heart of our guide is geared toward players of the Dungeons & Dragons 3.5 role playing game and will use the System Resource Document.

The main points covered in this small guide will include

Game Balance:

  • Array vs Point Buy
  • CR & Abilities
  • Creating War Bands
  • Magic Items

 

Combat:

  • Deciding Who Goes first
  • New combatants

 

Campaigns:

  • Combat Scenarios
  • Adventures
  • Regular Campaigning

 

And More!!

 

Sneak Peak

Here is a small sneak peak at what is happening over here with these rules.  This should be enough to get some players with minis on the table.  Over all the rules are not being changed, they are just being reformated. 

 

 

Building a Unit:

 

CR & Abilities:

With these set of rules you can build a unit from any table top character. The rules to calculate the Unit Value are really basic in structure. First we take the Challenge Rating of the Unit and that becomes the base Unit Value.

Base Unit Value = CR (Level)

For the next part we look at the points used to make your character's ability scores.

  • Low Powered: 15 Points (-3)
  • Challenging: 22 Points (-1)
  • Standard: 25 Points (+0)
  • Tougher: 28 Points (+1)
  • High-Powered: 32 Points (+3)

If your unit has used more points or less points the direct value is +1 or -1 Unit Value for each 3 points. Always round the points used up. So if you are using 33 Points then your Unit Value is +4.

 

Unit Value & Wealth:

The last and final step to building a unit is to take into consideration the wealth of the unit. The wealth of the unit depicts what equipment and which magic items, if any, the unit can bring into combat.

Unit Wealth by Value Modifier

+2

+3

+4

+5

+6

+7

+8

+9

+10

+11

900 gp

2,700 gp

5,400 gp

9,000 gp

13,000 gp

19,000 gp

27,000 gp

36,000 gp

49,000 gp

66,000 gp

+12

+13

+14

+15

+16

+17

+18

+19

+20

88,000 gp

110,000 gp

150,000 gp

200,000 gp

260,000 gp

340,000 gp

440,000 gp

580,000 gp

760,000 gp

 

Depending on your unit's wealth your Unit Value maybe higher or lower. Always round down when find the wealth value of the unit. The find the modified value of your unit subtract the Value Modifier from the Units Value, then add that to the unit value for the total unit value.

 

 

 

 

 

Combat:

 

Sequence:

Initiative – Roll 1d20. Each player adds the initiative modifier of their units to their d20 roll. The unit with the highest modified roll acts first, and the other units act in order from highest to lowest. In the event of a tie look at the Dexterity modifier to see who goes first. If after looking at the Dexterity modifier and there is still a tie, have the two units roll 1d6. Optional: If the two tying units are on the same side, the player can have one hold it's initiative.

 

Variant: 'Field Marshals' For larger scale battles the players can choose one unit who leads the troops into battle. The players can then use the chosen units initiative to modify their roll.

Variant: 'Generals' For a second variant the players can choose several units that will command selected ranks of troops. The players can then add the d20 result to the chosen units' initiative and the units under their command will act in that order.

 

Actions – When it is time for a unit to take their initiative they may take these combat actions. Move Action, Standard Action, Free Action, Non Action, or a Full Round Action. Generally units may only take one of each of the four different actions (Move, Standard, Free, Non) or a Full Round Action.