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	<title>Comments on: Mass Combat Rules variant 1 (Optional, non-official)</title>
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		<title>By: Paul Mitchener</title>
		<link>http://openquest.d101games.co.uk/2009/11/04/mass-combat-rules-varient-1/comment-page-1/#comment-113</link>
		<dc:creator>Paul Mitchener</dc:creator>
		<pubDate>Tue, 27 Jul 2010 09:52:10 +0000</pubDate>
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		<description>For what it&#039;s worth, I&#039;ve now tested this in my OpenQuest: Ancient Rome game.  It works very much as I would want it to.  One could further abstract the &quot;list&quot; of modifiers by giving a +25% bonus (or -25% penalty to the other side) per situational modifier.

Incidentally, the PCs can attempt do something clever (probably gaining a +25% bonus) and something risky in the battle (for another +25% bonus) which should be enough to swing the tide of a fight without guaranteeing anything- exactly what I wanted.</description>
		<content:encoded><![CDATA[<p>For what it&#8217;s worth, I&#8217;ve now tested this in my OpenQuest: Ancient Rome game.  It works very much as I would want it to.  One could further abstract the &#8220;list&#8221; of modifiers by giving a +25% bonus (or -25% penalty to the other side) per situational modifier.</p>
<p>Incidentally, the PCs can attempt do something clever (probably gaining a +25% bonus) and something risky in the battle (for another +25% bonus) which should be enough to swing the tide of a fight without guaranteeing anything- exactly what I wanted.</p>
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