I hope to run a game of Exalted someday. As part of understanding the system, I investigated how a battle group works by simulating a set of individuals fighting a battle group. Those results suggest that a battle group does not represent the threat it aggregates well enough for my liking. I propose a set of three modifications to generate results closer to standards I provide below.
This exercise forced me to understand what I think defeating a battle group is equivalent to in terms of fighting a small group of individuals. I settled upon using a victory condition for the battle group of either killing at least one or injuring at least half of the individuals to a -2 wound penalty.
My ideal results exhibit the following traits, in large part:
1. Equal win rates for the individuals and for the battle group, when four to six individuals face a size 1 battle group. This arises because I want to use battle groups in combat to give me the same threat as multiple individual enemies with simplified tracking.
2. Low win rates for the individuals against a size 2 battle group. The size difference should be meaningful. It does not necessarily have to be dominating.
3. Three to five rounds of combat before one side wins. The lower bound is because I consider it good when the losing side has time to see things are going poorly for them and make choices based on that. The upper bound reflects my rough guess, without having run Exalted, of how long I would want an equally-matched contest to last to maintain player interest.
4. A not-insignificant chance of a draw in a round. This means the battle group inflicted damage on enough individuals to achieve a win, then low-Initiative characters finished it off. A draw represents both sides suffering casualties. I have a gut feeling that it also means the outcome doesn’t swing just based on the final round of combat.
In the simulation, I ran three mortal Quick Character types—militia, medium infantry, and elite troops—as a number of individuals against a battle group of the same type. Both sides made only withering attacks with hand-to-hand weapons. The fight ended when the battle group lost all Magnitude, any individual died, or at least half of the individuals suffered a -2 or -4 wound penalty.
The results using the Exalted 3 rules failed my first, most important standard. Individuals won too handily. For an extreme outlier, note one individual Elite Troop won almost two-thirds of matches against a whole battle group. A side effect of the lop-sided victory, I think, is that fights were also too short. 90% last only one or two rounds for 4-6 individuals.
I simulated perhaps 10 variations of the battle group rules. Each had to be a small change, in order to retain the simplicity of battle groups. Here are results from simulating three variations in combination. They show much improvement.
First, apply Size as automatic successes on attack and damage rolls instead of adding it to the dice pools. Second, do not apply the onslaught penalty to a battle group’s Defense. Third, add half of the individual’s Join Battle value to the base of 3 to set a battle group’s Initiative.
The modifications cause the individuals to suffer defeat far more often facing a larger battle group. That much is good, as far as I looked at it. However, I’m not confident what this will mean for actual PCs to face a size 5 battle group. Will they succeed where they should? Will the battle group feel correct for the threat it represents?
This exercise forced me to understand what I think defeating a battle group is equivalent to in terms of fighting a small group of individuals. I settled upon using a victory condition for the battle group of either killing at least one or injuring at least half of the individuals to a -2 wound penalty.
My ideal results exhibit the following traits, in large part:
1. Equal win rates for the individuals and for the battle group, when four to six individuals face a size 1 battle group. This arises because I want to use battle groups in combat to give me the same threat as multiple individual enemies with simplified tracking.
2. Low win rates for the individuals against a size 2 battle group. The size difference should be meaningful. It does not necessarily have to be dominating.
3. Three to five rounds of combat before one side wins. The lower bound is because I consider it good when the losing side has time to see things are going poorly for them and make choices based on that. The upper bound reflects my rough guess, without having run Exalted, of how long I would want an equally-matched contest to last to maintain player interest.
4. A not-insignificant chance of a draw in a round. This means the battle group inflicted damage on enough individuals to achieve a win, then low-Initiative characters finished it off. A draw represents both sides suffering casualties. I have a gut feeling that it also means the outcome doesn’t swing just based on the final round of combat.
In the simulation, I ran three mortal Quick Character types—militia, medium infantry, and elite troops—as a number of individuals against a battle group of the same type. Both sides made only withering attacks with hand-to-hand weapons. The fight ended when the battle group lost all Magnitude, any individual died, or at least half of the individuals suffered a -2 or -4 wound penalty.
Militia | Medium Infantry | Elite Troops | |||||||||||
# | Won% | Draw% | vs. Drill | # | Won% | Draw% | vs. Drill | # | Won% | Draw% | vs. Drill | ||
1 | 44.8 | 7.8 | Poor | 1 | 40.6 | 2.1 | Poor | 1 | 64.7 | 2.9 | Poor | ||
2 | 80.0 | 8.9 | Poor | 2 | 76.5 | 3.7 | Poor | 2 | 91.8 | 1.8 | Poor | ||
3 | 97.5 | 1.7 | Poor | 3 | 95.7 | 1.3 | Poor | 3 | 99.3 | 0.2 | Poor | ||
4 | 99.4 | 0.5 | Poor | 4 | 99.1 | 0.5 | Poor | 4 | 99.9 | 0.0 | Poor | ||
5 | 99.9 | 0.1 | Poor | 5 | 99.9 | 0.1 | Poor | 5 | 100.0 | 0.0 | Poor | ||
6 | 100.0 | 0.0 | Poor | 6 | 100.0 | 0.0 | Poor | 6 | 100.0 | 0.0 | Poor | ||
7 | 100.0 | 0.0 | Poor | 7 | 100.0 | 0.0 | Poor | 7 | 100.0 | 0.0 | Poor | ||
8 | 100.0 | 0.0 | Poor | 8 | 100.0 | 0.0 | Poor | 8 | 100.0 | 0.0 | Poor | ||
1 | 22.2 | 3.4 | Average | 1 | 13.2 | 0.6 | Average | 1 | 35.4 | 2.3 | Average | ||
2 | 58.0 | 9.4 | Average | 2 | 46.3 | 3.2 | Average | 2 | 75.9 | 3.1 | Average | ||
3 | 90.2 | 4.3 | Average | 3 | 82.2 | 2.5 | Average | 3 | 96.3 | 0.8 | Average | ||
4 | 97.7 | 1.6 | Average | 4 | 95.0 | 1.5 | Average | 4 | 99.5 | 0.2 | Average | ||
5 | 99.7 | 0.3 | Average | 5 | 99.2 | 0.4 | Average | 5 | 100.0 | 0.0 | Average | ||
6 | 99.9 | 0.1 | Average | 6 | 99.9 | 0.1 | Average | 6 | 100.0 | 0.0 | Average | ||
7 | 100.0 | 0.0 | Average | 7 | 100.0 | 0.0 | Average | 7 | 100.0 | 0.0 | Average | ||
8 | 100.0 | 0.0 | Average | 8 | 100.0 | 0.0 | Average | 8 | 100.0 | 0.0 | Average | ||
1 | 11.6 | 0.8 | Elite | ||||||||||
2 | 45.5 | 3.1 | Elite | ||||||||||
3 | 84.2 | 1.9 | Elite | ||||||||||
4 | 96.5 | 0.8 | Elite | ||||||||||
5 | 99.6 | 0.1 | Elite | ||||||||||
6 | 99.9 | 0.0 | Elite | ||||||||||
7 | 100.0 | 0.0 | Elite | ||||||||||
8 | 100.0 | 0.0 | Elite |
The results using the Exalted 3 rules failed my first, most important standard. Individuals won too handily. For an extreme outlier, note one individual Elite Troop won almost two-thirds of matches against a whole battle group. A side effect of the lop-sided victory, I think, is that fights were also too short. 90% last only one or two rounds for 4-6 individuals.
I simulated perhaps 10 variations of the battle group rules. Each had to be a small change, in order to retain the simplicity of battle groups. Here are results from simulating three variations in combination. They show much improvement.
Militia | Medium Infantry | Elite Troops | |||||||||||
# | Won% | Draw% | vs. Drill | # | Won% | Draw% | vs. Drill | # | Won% | Draw% | vs. Drill | ||
1 | 23.7 | 7.9 | Poor | 1 | 17.5 | 1.8 | Poor | 1 | 33 | 3.9 | Poor | ||
2 | 49.3 | 18.8 | Poor | 2 | 37.3 | 7.1 | Poor | 2 | 61.8 | 8.6 | Poor | ||
3 | 79.6 | 11.2 | Poor | 3 | 60.9 | 7.8 | Poor | 3 | 85.7 | 5.1 | Poor | ||
4 | 88.1 | 9.1 | Poor | 4 | 72.4 | 8.8 | Poor | 4 | 92.8 | 3.8 | Poor | ||
5 | 95.3 | 4 | Poor | 5 | 83.4 | 6.8 | Poor | 5 | 97 | 1.9 | Poor | ||
6 | 97.5 | 2.4 | Poor | 6 | 88.3 | 6.1 | Poor | 6 | 98.4 | 1.2 | Poor | ||
7 | 99 | 1 | Poor | 7 | 92.7 | 4.5 | Poor | 7 | 99.2 | 0.7 | Poor | ||
8 | 99.5 | 0.5 | Poor | 8 | 94.8 | 3.6 | Poor | 8 | 99.6 | 0.4 | Poor | ||
1 | 9.5 | 2.6 | Average | 1 | 4.5 | 0.4 | Average | 1 | 13 | 1.7 | Average | ||
2 | 25 | 10.9 | Average | 2 | 12.2 | 2.6 | Average | 2 | 32.8 | 6.6 | Average | ||
3 | 50.4 | 12.4 | Average | 3 | 25.3 | 4.3 | Average | 3 | 59.3 | 7 | Average | ||
4 | 63.7 | 14.6 | Average | 4 | 35.7 | 7 | Average | 4 | 73.1 | 8.1 | Average | ||
5 | 77.9 | 11.2 | Average | 5 | 47.4 | 8 | Average | 5 | 84.3 | 6.1 | Average | ||
6 | 84 | 10.2 | Average | 6 | 55.9 | 9.4 | Average | 6 | 89.9 | 5.1 | Average | ||
7 | 90.3 | 7 | Average | 7 | 64.5 | 9.4 | Average | 7 | 93.8 | 3.6 | Average | ||
8 | 93.3 | 5.4 | Average | 8 | 70.3 | 9.7 | Average | 8 | 96 | 2.6 | Average | ||
1 | 3.2 | 0.4 | Elite | ||||||||||
2 | 10.9 | 2.5 | Elite | ||||||||||
3 | 25.6 | 4.6 | Elite | ||||||||||
4 | 37.9 | 7.4 | Elite | ||||||||||
5 | 52.1 | 8.2 | Elite | ||||||||||
6 | 61.8 | 9.2 | Elite | ||||||||||
7 | 70.8 | 8.8 | Elite | ||||||||||
8 | 77.1 | 8.4 | Elite |
First, apply Size as automatic successes on attack and damage rolls instead of adding it to the dice pools. Second, do not apply the onslaught penalty to a battle group’s Defense. Third, add half of the individual’s Join Battle value to the base of 3 to set a battle group’s Initiative.
The modifications cause the individuals to suffer defeat far more often facing a larger battle group. That much is good, as far as I looked at it. However, I’m not confident what this will mean for actual PCs to face a size 5 battle group. Will they succeed where they should? Will the battle group feel correct for the threat it represents?
Militia (size 2) | Med. Infantry (size 2) | Elite Troops (size 2) | |||||||||||
# | Won% | Draw% | vs. Drill | # | Won% | Draw% | vs. Drill | # | Won% | Draw% | vs. Drill | ||
4 | 25.9 | 9.4 | Poor | 4 | 0.4 | 0.1 | Average | 4 | 0.4 | 0.2 | Elite | ||
5 | 44 | 12.4 | Poor | 5 | 1 | 0.3 | Average | 5 | 1.1 | 0.4 | Elite | ||
6 | 56.6 | 16.3 | Poor | 6 | 1.8 | 0.6 | Average | 6 | 2.1 | 1 | Elite |
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