Here is a brief mass combat idea meant for old school D&D or OSR games. I'm using ascending AC in my examples because that's what I use in my games.
Here is the idea:
10 1st level fighters count as a single fighter with a +10 attack bonus until the end of the round.
They attack as one. They deal one die of damage (say, 1d8 if they're using swords).
They add one point of damage for each point over the AC (if using ascending AC).
Let's say 10 bandits are attacking your 5th-level PC, who has AC 17. They roll 9. Adding a +10 bonus, this means 19, two points more than needed to hit. They deal 1d8+2 damage.
The best part about this idea is how it vastly simplifies things.
If you decide only 4 or 6 fighters can attack the PC at a time, just reduce the bonus to +4 or +6.
If the PC slays a couple of bandits, reduce the bonus to +8. And so on.
In some cases, you can just add up all HD. If your PC is attacked by a 3rd level fighter and 3 bandits, they can make one single attack with +6.
It also makes goblins, etc., dangerous though all levels. If your PC in magical plate and shield gets attacked by ten goblins, it is VERY LIKELY that ate least one of them will get a good stab!
This will probably be useful when PCs have multiple henchmen too. One roll, period.
Is this similar to actually rolling each attack individually? Well, it varies a lot depending on AC, number of foes, etc. Apparently, the bigger the group, the smaller the damage each individual adds (which might be explained by fewer people being able to attack at the same time).
Let's try with six goblins attacking a fighter in plate [AC 16], using B/X (or OSE) rules. The usual damage per round (DPR) would be around 5.25. With my proposed rule, it would be about 4.4.
If the fighter is unarmored, DPR is also similar (11.55 versus 9.78, more or less). Not bad.
And if the fighter has plate, armor, and some magic bonus to AC? Let's say AC 20? An extreme case, but... Then damage doubles from about 1.05 to 2.28. So the rule works as intended!
(These numbers were calculated with the help of AI... let me know if they're wrong!)
I probably wouldn't use such a rule if you're fighting a couple of giants, for example; just for low-level foes. Likewise, allowing 15 goblins to attack you at once sounds unwieldy; I'd keep the limit at 10 for now, and you ever fight 20 goblins at once they cannot attack you as a single unit (treat them as two groups).
I probably COULD use this idea for huge mass battles, just adding a few zeroes when needed.
Say, a force of 90 knights clash with 50 enemy knights. The 90 knights attack with a +9 bonus, etc. They deal 1d8 damage (or whatever) plus the margin of success. Then just multiply damage (or casualties) per 10, and reduce the opposing force equally.
I haven't played-tested this. But I have a good feeling about it...
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