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1. There was no set way to adjudicate mass combat. It should have been fairly quick to figure up how much a "unit" was worth, and how that unit would fare against another unit with one or two dice rolls, because . . .2. There were "real time" and "turn based" elements going on at the same time, and they didn't mesh well. Before combat even started, more units would arrive and support this or that house, and while we were in the middle of resolving something via standard 3.5 rules, "real time" things were being done that apparently affected our characters that had no say in said "real time" issues because we were still busy trying to resolve something using 3.5 rules.
I agree wholeheartedly. My suggestion for the future is that the first 75% of the event be the negotiations and wars, mostly resolved with simple die rolls / circumstance bonuses like I imagine a LARP would be run. The last 25% could be a tactical fight between the remaining houses ala 3.5. This way people would feel they had a chance to have a "proper" fight with their character if they were lucky to survive that long.
Considering all the challenges, and that this was the first crack at it, it at least showed how much potential a mass event like this could have if tweaked a bit. I had a freakin blast!
Glen