Siege Mechanics
1. Siege Attributes (Track These for Both Sides):
Supplies (Food/Water): How long can they last without starving. (measured in days/weeks)
Morale: The will to keep fighting (scale 0–100). If morale breaks, surrender, mutiny, or desertion may happen.
Troops: Numbers matter, but losses hit morale too.
Fortifications: Walls, gates, moats, traps, etc. They act like “HP” the attackers must break through.
Siege Weapons: Catapults, rams, towers, boiling oil, secret tunnels.
2. Siege Turn Structure:
Each “Turn” = 1 day or 1 week, depending on the pace you want.
On each turn, both sides secretly choose an action and resolve.
3. Resolution Mechanics:
Skill Challenges: PCs can use skills (Stealth, Persuasion, Intimidation, etc.) to tilt the odds in their side’s favor.
Morale Checks: Each turn, roll 1d20 + modifiers. If morale drops too low → desertion, riots, betrayal.
Supply Attrition: Each turn consumes 1 unit of Supplies. No supplies → morale plummets and troops weaken.
Fortification HP: Assign walls/gates HP (e.g., 500 for a stone wall). Siege weapons deal damage each turn.