So I have kind of struggled with the mass combat on-board ship or in the town pillage section of skull and shackles last time and I was trying to figure out a better way to do it. I read online in these forums where someone thought a card game would work and I liked the idea but I have not found anything concrete so far. if this already exists, can someone enlighten me so i don't have to reinvent the wheel?
the party:
each character has a character card for the encounter deck as well as a personal deck of cards based on his class. fighters have weapon and armor cards. magic users have spell cards. clerics have spells, armor, and weapons. rogues have weapons, armor, and 'special' to reflect backstab. other classes have cards that make sense for them. etc etc etc.
then there are the crew cards. Each crew member of the party deck gets one card. Each card has a strength, a defense, and any special effects reflected.
lastly, shipboard weapon cards. Any weapon that can be used when grappled with another ship that can do damage to personnel ie balista.
the encounter:
there is a captain card and associated weapon/armor/spell cards depending on how he is set up.
there are various officer cards, each with his armor/weapon cards.
there are crew cards. Each crew card reflects from 1-10 crew members and does damage accordingly. This is to reflect that the ships you fight often have a larger number of crew members who are not as proficient with weapons.. ie they have no individual weapon or armor cards. (for example. it might say 6 crew members - roll d20. 1-2, ineffective this turn, move to discard pile. 3-10 - move d3 party cards to discard pile (wounded), 11-15 - move d2 party cards to void (killed), 16-18 - move d4 party cards to discard and d2 party cards to void, 19-20, move d4 party cards to void and draw another card... something along those lines)
they also have shipboard weapons cards.
There is the play pile, the discard pile and the void pile in front of each player.
you put the individual cards in front of each player. the character cards, crew cards, ships weapons cards, etc. are all shuffled into one pile. the GM shuffles all of the cards together on his side and you are ready to rock.
determine initiative and that person gets to go first. ships captain gets his initiative mod. party chooses their highest.. both roll.
you pull the first card. if it is a crew member it will have a d20 table on it. low roll (1-2) indicates something negative. for an individual crew member, they may have knocked themselves out. move that card to the discard pile. for a spell, it may have gone funky, like webbing your own people, move d3 of your cards to discard pile. or it might be something worse, like some of your people get caught in a fireball, move d4 to the void - dead. healing spells retrieve cards. so, if the cleric gets pulled, he can choose to either cast a spell or use a weapon. if he casts a spell, and it is cure light wounds, then he gets to retrieve d4 cards from the void and the spell goes to the void. If the fighter is pulled, he gets to use a weapon card which will allow him to roll to remove a random number of opponent cards to the void. etc. etc. etc.
For characters with armor cards, if their card is pulled to go to the void or discard pile, they can play an armor card to get shuffled back into the active deck instead. out of armor cards? out of luck.
on the other side, same thing. captain is pulled, pull a weapons card, remove random number of cards from players hand to either the void or the discard pile. if a player is one of those pulled for the void, they are placed there temporarily. they can be pulled out by healing as a direct action when the cleric is pulled ie, the cleric could burn a spell and immediately place that players card back into play. if, however, at the end of the combat, the player is still in the void and the cleric is out of spells, then surviving players could check for items (potions, scrolls, etc) that they could spend to "buy" back that character. no items? no spells? start rolling a new character.
At the end of the combat, the party can randomly pick like 2d4 items from the ships discard pile. that includes any special items or crew members to recruit to be pirates. keep the ones they like. ransom those that they don't. the rest are assumed lost.
that is what i have so far. What do you think? I think it would be a pretty simple way to do mass combat. You could definitely scale it up to any large scale combat, including land combat, simply by how you structure the leaders (general versus a captain) and the troops.
I was thinking the ships crew would be a number of cards equal to the number of players cards but with randomly more people on them so that the turns would be even. The larger ship would hit more often (it has more people) but would not do as much damage (not as well trained) and any discrepancies would be compensated for by the party's ability to influence the combat (spells and armor).
Any suggestions? What sounds stupid? What sounds cool? What am I missing?