I guess the original system was “better” in that you had to deal at least as much damage as the enemy’s combat scale in order to deal any damage at all, which makes splitting up your side into units of 1 very inefficient. But how inefficient? Is there an optimum? Do we care?
I think the aspect of splitting up each side into an acceptable number of units is the one were much is decided and these rules I wrote up will not help you. If you need an “reason” for people not to split their side up into units of one each other than you’ll laugh in their face and refuse to play along, then perhaps “having to deal at least as much damage as the opponent’s combat scale” is actually what you need to do. It also means that individually, player characters will eventually stop making a difference because they’re essentially “units of one individual each”. That’s a drawback I’m not willing to incur. I’d rather have a discussion about reasonable unit size at the table before mass combat starts and that’s that. So there you have it.
– Alex Schroeder 2016-12-22 17:17 UTC
I like my own rules so much, I added them to my Referee Guide.
You can download Referee Guide from Github.
– Alex Schroeder 2016-12-25 22:28 UTC