D20 WAR-MODE SYSTEM

A role system for resolving battles and wars in fantasy settings, with optional PC integration.

INTRODUCTION

The d20 War-Mode System is a simplified combat framework designed to resolve large-scale battles and wars while preserving the tone and tactics of D&D 5e.

It abstracts creatures, heroes, and armies into streamlined ratings—Offense, Defense, Magic, and Steps—allowing quick yet faithful outcomes.

Unlike traditional wargames, War-Mode keeps the fantasy motif alive: giants hurl boulders, wizards rain fire, clerics hold the line, and player characters can meaningfully sway the tide of battle without rolling hundreds of dice.

CORE CONCEPTS

Each unit—whether a squad of soldiers, a band of orcs, a giant, or a dragon—has six attributes rated from 0 to 20 (similar to ability modifiers on a d20 scale).

These numbers replace attack rolls, AC, saving throws, and DCs.

Meaning

Typical Range

Melee Offense (MO)

Attack power in close combat

4–20

Ranged Offense (RO)

Accuracy and impact at range

2–18

Physical Defense (PD)

Armor, agility, toughness

4–20

Magical Offense (MgO)

Spellcasting, breath weapons, divine smite

0–20

Magical Defense (MgD)

Magical resilience, saving throws

4–20

Steps (Durability)

Structural integrity, morale, or HP abstraction

3–10

Movement

Each unit’s movement rate is measured in 50-yard increments per battle turn (30 seconds). • 30 ft speed = 1 Move • 40 ft = 1.5 Move • 50 ft = 2 Move • Mounted +1.5 Move • Tags like Fly X, Climb +1, Swim +1 modify movement by terrain type.

ROLLING COMBAT

All combat uses one roll per attack. The Margin of Success (MOS) determines damage.

1. Choose attack type (Melee, Ranged, or Magical).

2. Roll: d20 + Offense vs 10 + Defense.

3. Subtract to find MOS.

4. Convert MOS to Steps lost:

Margin of Success

Steps Lost

Result

< 0

0

Miss

0–4

1

Light hit / casualties

5–9

2

Solid strike / heavy casualties

10+

3

Devastating blow / rout risk

When a unit loses all its Steps, it is destroyed or scattered.

Losing 2+ Steps in a turn can also trigger a Morale check.

MORALE

Units check Morale whenever they:

Lose 2 or more Steps in one turn, or Their side falls below 50% total Steps remaining.

Roll: d20 + Quality vs 12 + Steps lost this turn

Unit Quality

Bonus

Militia

+2

Trained

+4

Veteran

+6

Elite

+8

Monstrous / Legendary

+10

Fail → Fall Back (disengage, regroup)

Fail by 5+ → Rout (flee or are removed from battle)

COVER & FORTIFICATIONS

Cover affects both PD and MgD equally when applicable.

Cover Type

Defense Bonus

Notes

Light (25%)

+2

Bushes, fences, wagons

Moderate (50%)

+4

Barricades, palisades

Heavy (75%)

+6

Stone walls, parapets

Full

Impassable

Wall of Force, cliff face

Stockade or Stakes: +4 PD front arc; Large/charging attackers −2 Offense. Earthwork / Parapet: +6 PD; ranged attacks limited to 1 Step max. Stone Wall or Keep Gate: PD 18, Steps 6; breached when reduced to 0.

SPECIAL TAGS

These traits modify specific rolls or situations.

Tag

Effect

Leader / Standard

+2 Offense (melee or ranged) to allies within ~50 yards.

Pack Tactics

+1 Offense when two or more allied units engage the same target.

Shield Wall

+1 PD when adjacent to allied unit in formation.

Brace vs Large+

+2 Offense when holding against a charge from a Large+ enemy.

Flank / Rear

+2 Offense when attacking a target engaged on multiple sides.

Evasion

+2 effective MgD vs AoE; MOS 0–4 causes 0 Steps.

Medic / Cleric

Prevent 1 Step of losses per turn across nearby units; +2 Quality on Morale.

Flight / Climb / Swim

Grants movement type and bypasses certain obstacles.

RESISTANCES, IMMUNITIES, AND VULNERABILITIES

This system handles energy types and damage immunities simply and consistently.

Condition

Adjustment

Example

Resistant (Type)

+4 Defense vs that damage type

Fire Elemental vs Fireball

Immune (Type)

No effect from that damage type

Frost Giant vs Cone of Cold

Vulnerable (Type)

−4 Defense or +1 Step when hit

Troll vs Fire

SPELLS AND EFFECTS

Treat spells as templates with one of the following effects:

Blasts & Breaths:

Use MgO vs MgD for each target in the area. Apply resistances/immunities as above.

Walls:

Wall of Force — impassable; blocks line of effect; grants +4 PD/MgD behind it. Wall of Fire — creates a hazard template; crossing or starting in it inflicts one MgO roll per turn.

Control (Fog, Darkness, Fear):

Fog/Darkness → ranged attacks −4 Offense if firing through/into. Fear → immediate Morale check. Slow → target −2 Offense, half movement.

Buffs:

Bless, Haste, Heroism → +1–2 Offense or +2 Quality (morale) to up to three units.

Debuffs:

Bane, Bestow Curse → −2 Offense or −2 Quality to 1–2 units.

Healing / Medics:

Each cleric prevents 1 Step of losses per turn across adjacent allies.

Concentration:

If the caster loses 2+ Steps in a turn, make a check:

d20 + level bonus vs 12 + Steps lost. Fail = spell ends.

DERIVING VALUES FROM THE MONSTER MANUAL

You can create war-mode stats for any creature in 60 seconds.

Step 1: Determine CR → √CR = r

Step 2: Use these formulas:

MO = clamp(4 + 4r, 2, 20) PD = clamp(4 + 3.5r, 2, 20) MgO = 0 if CR < 3, else clamp(4 + 3.8r, 2, 20) MgD = clamp(4 + 3.5r, 2, 20) Steps = max(3, 2 + round(r)) RO = MO − 2 (if real ranged) or MO/2 (if harassing)

Step 3: Adjust ±1–3 for:

High attack bonus (+11 or higher) → +1 Offense High AC (18–20) → +1–2 PD Magic Resistance / Legendary Resistance → +2 MgD AoE breath or Fireball-tier spell → ensure MgO ≥ 12 Vulnerabilities or poor defense → −1–2 PD/MgD

Step 4: Add Tags (flight, reach, pack tactics, etc.)

DERIVING VALUES FROM PLAYER LEVEL OR HIT DICE

Use this table to convert NPCs, classed characters, or troops by level or HD.

Level or HD

Melee Offense

Physical Defense

Magical Offense

Magical Defense

Steps

Notes

1

6

6

0

6

3

Basic militia

2

7

6

2

7

3

Trained unit

3

8

7

3

8

3

Veteran squad

4–5

9–10

8–9

4–5

8–9

3–4

Capable soldiers

6–8

11–13

9–10

6–8

10–11

4

Elite

9–12

14–16

12–13

10–15

12–14

4–5

Heroes / commanders

13–16

17–18

14–16

15–18

14–16

5

High heroes

17–20

19–20

17–18

18–20

17–18

5

Legends / paragons

Use Hit Dice instead of level for monsters or NPCs without CR:

Treat each 2 HD ≈ 1 level for this conversion. A 6 HD creature ≈ level 3; a 12 HD creature ≈ level 6.

UNIVERSAL BENCHMARKS

Use these for sanity checking.

Category

Example

MO

PD

MgO

MgD

Steps

Goblin (CR 1/4)

Weak skirmisher

3

3

0

3

3

Orc (CR 1)

Basic troop

6

4

0

3

3

Veteran Pikeman (level 3)

Human elite

8

7

0

8

3

Ogre (CR 2)

Heavy brute

10

8

0

4

3

Hill Giant (CR 5)

Massive shock unit

16

14

0

6

6

Cloud Giant (CR 9)

Elite brute

18

16

8

12

7

Storm Giant (CR 13)

Legendary elite

20

18

14

14

8

Adult Dragon (CR 15)

Apex threat

20

18

18

16

9

Titan (CR 22)

Demi-god

20

20

18

18

9

BUILDING BATTLES

Use these quick force ratios:

Infantry vs Hill Giants: 40–50 disciplined infantry per giant (pikes + leader). Add 1 mage per 40–50 and 1 cleric per 30–40 for sustainability. Cavalry vs Fire Giants: 6–7 heavy cavalry per giant with charge, leader, and flank bonuses. Dragon Assault: 2 heavy ballistae + 1 mid-tier wizard + 100 veteran troops can repel a single adult dragon. Defensive Fort: Infantry behind 50–75% cover can survive 2–3 times longer against ranged or magical assault.

DESIGNER DIALS

To fit your table’s tone:

Monsters tougher? +1–2 Steps. Shorter battles? Auto-rout at 60% Steps lost. Bloodier? Add a “MOS 15+ → 4 Steps” tier. Low-magic campaign? −2 MgO globally. High-fantasy war? Allow heroes to reroll failed Morale once per battle.

WORKED EXAMPLE: FIREBALL VS OGRES

Wizard (Level 9): MgO 15

Ogre: MgD 4, Steps 3

Roll: d20 + 15 vs 14

Average result (10.5 + 15 = 25.5) → MOS ≈ 11.5 → 3 Steps each.

Each ogre in the blast is destroyed outright.

If resistant (e.g., Fire Resistance), +4 MgD → 18; MOS ≈ 7.5 → 2 Steps (wounded, not destroyed).

WORKED EXAMPLE: CLOUD GIANT VS FORTIFIED PIKES

Cloud Giant (MO 18) vs Veteran Pikes (PD 10 +6 for parapet = 16)

Roll: d20 + 18 vs 26 → need 8+. Average MOS ~2 → 1 Step (glancing).

Pikes with Brace (+2) strike back: MO 10 vs PD 16 → MOS ~0–4 → 1 Step on a hit.

The wall holds for multiple turns; siege equipment or spells are needed.

SUMMARY CHECKLIST

Roll once per attack: d20 + Offense vs 10 + Defense. Margin of Success → Steps (0/1/2/3). Morale at 2+ Steps lost or 50% casualties. Apply terrain: +2/+4/+6 for 25/50/75% cover. Resistances: +4 Defense; Immunity: no effect; Vulnerability: −4 or +1 Step. PCs use simplified war stats by level. You can derive any monster instantly from CR or HD. Keep it cinematic—each roll represents a wave of violence, not a single strike.

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