War Rules
- DCT - Destiny Corben-Talas
- Posts: 177
- Joined: Mon Aug 06, 2018 9:00 am
- Location: Las Palmas, Canary Islands
Re: War Rules
So...after 16 pages of discussion about the divine and mundane, how the war rules will be?. The values posted at rules section plus levls of war?. Do the wizards and/or priests gets a bonus to a level, or will be used the DCX generic unit used?. If the DC unit is killed, will the roll of CON etc will be used?. If the last is true, would not mean the characters will have two chances to die going to a battle?.
Thanks in advance..,)
Thanks in advance..,)
“No dimensions are closed to the ones in service of the Universal Law.”
Nur Hayati Corben-Talas
Nur Hayati Corben-Talas
Re: War Rules
No Levels of Wars
I will input the units (based on terrain, etc) and run the program. DC adventures will be an Adventurer-Unit.
Won't be hurt if your DC-unit dies, just if you "die" while trying the DC adventure. If you fail the DC adventure, you don't have the unit.
I will input the units (based on terrain, etc) and run the program. DC adventures will be an Adventurer-Unit.
Won't be hurt if your DC-unit dies, just if you "die" while trying the DC adventure. If you fail the DC adventure, you don't have the unit.
- DCT - Destiny Corben-Talas
- Posts: 177
- Joined: Mon Aug 06, 2018 9:00 am
- Location: Las Palmas, Canary Islands
Re: War Rules
Quite clarifying, bozz, thanks.,.)
“No dimensions are closed to the ones in service of the Universal Law.”
Nur Hayati Corben-Talas
Nur Hayati Corben-Talas
- BB - Bronzebeard
- Posts: 118
- Joined: Thu Aug 02, 2018 6:34 pm
- Location: Endicott, New York, USA
Re: War Rules
For regents doing a war adventure for battles, is there a EPL bonus for spell casters? If so how much?
Brom Bronzebeard
The Wizard Under the Mountain
The Wizard Under the Mountain
- HaQ - Hakim al-Qadr
- Posts: 180
- Joined: Sun Aug 12, 2018 6:46 pm
Re: War Rules
It says in the rules (Random Events -> Adventures):
Adventure:
Adventures are rolled against your effective party level (EPL). Success means the check was lower then, or equal to, your EPL. If you succeed, a roll will be made on the Success Chart. "Hits" are taken regardless of success or failure. Regents also gain XP while adventuring. Co operative adventuring is allowed. Take the average party level, + 1 for each extra class type (after first, ie warrior/rogue/cleric/wizard are the 4 "types"), +1 for each extra character (after first, max +5). This is your EPL. You only roll once on the treasure chart, no matter how many characters adventure together. You should decide before you adventure how you are dividing any treasures found. Lieutenants can accompany you on adventures, however, if they do - they cannot perform a Lieutenant action in the same round. Lieutenants, not accompanying a Regent, MUST spend a Lieutenant action to go on an adventure. Each player sending a Lieutenant on an adventure (without the PC), must spend a Lieutenant Action.
Item Notes:
ECL items increase your number of hits. ECL items are averaged between both classes if you are multiclassed (ie, Fighter/Priest with Fullplate+2 (+2ECL) would add +1 ECL to each class, effectively +1 ECL total).
Multi Classed Characters: You may act as both classes, and are considered to be the level of your class (not the level of your effective XP level)
LIMITATION: Anyone under half the highest leveled party member do not count as an extra character or class on the adventure, though they do lower the average and do gain experience. NB: Use base levels to determine this, not modified level from items/blood.
War Adventures: Exploding 6s: Every 6 rolled results in a roll of 2D6 (both dice are (re)rolled; ie DC 1 6 -> 2d6, further 6s do not reroll again)
You do not gain items on War Adventures, no matter how high the treasure roll (though you may capture prisoners potentially, which can be ransomed).
War Adventures give +1000XP per adventure. Wizards grant +1 EPL per 2 Levels (rounded UP) on War Adventures. This bonus can only be gained once per War Adventure.
Adventure:
Adventures are rolled against your effective party level (EPL). Success means the check was lower then, or equal to, your EPL. If you succeed, a roll will be made on the Success Chart. "Hits" are taken regardless of success or failure. Regents also gain XP while adventuring. Co operative adventuring is allowed. Take the average party level, + 1 for each extra class type (after first, ie warrior/rogue/cleric/wizard are the 4 "types"), +1 for each extra character (after first, max +5). This is your EPL. You only roll once on the treasure chart, no matter how many characters adventure together. You should decide before you adventure how you are dividing any treasures found. Lieutenants can accompany you on adventures, however, if they do - they cannot perform a Lieutenant action in the same round. Lieutenants, not accompanying a Regent, MUST spend a Lieutenant action to go on an adventure. Each player sending a Lieutenant on an adventure (without the PC), must spend a Lieutenant Action.
Item Notes:
ECL items increase your number of hits. ECL items are averaged between both classes if you are multiclassed (ie, Fighter/Priest with Fullplate+2 (+2ECL) would add +1 ECL to each class, effectively +1 ECL total).
Multi Classed Characters: You may act as both classes, and are considered to be the level of your class (not the level of your effective XP level)
LIMITATION: Anyone under half the highest leveled party member do not count as an extra character or class on the adventure, though they do lower the average and do gain experience. NB: Use base levels to determine this, not modified level from items/blood.
War Adventures: Exploding 6s: Every 6 rolled results in a roll of 2D6 (both dice are (re)rolled; ie DC 1 6 -> 2d6, further 6s do not reroll again)
You do not gain items on War Adventures, no matter how high the treasure roll (though you may capture prisoners potentially, which can be ransomed).
War Adventures give +1000XP per adventure. Wizards grant +1 EPL per 2 Levels (rounded UP) on War Adventures. This bonus can only be gained once per War Adventure.
Turn to Avani before you return to Avani
Hakim al-Qadr
Mayor of Barniere
Hakim al-Qadr
Mayor of Barniere
- BB - Bronzebeard
- Posts: 118
- Joined: Thu Aug 02, 2018 6:34 pm
- Location: Endicott, New York, USA
- CI - Charrek Ironfist
- Posts: 376
- Joined: Thu Aug 02, 2018 2:37 pm
Re: War Rules
Last 2 games I had the problem where my total # of units exceeded my total # of province levels. We should take a look at attrition rules for future games.
Lord Mayor Charrek Ironfist | Charrek.Ironfist@mail.com
Stormpriestess Khalia Ironfist
Stormpriestess Khalia Ironfist
Re: War Rules
Well, that's where you fortify, in theory. Or opt to not have a larger standing army, but a higher trained one, and raise Tier 2-3s only during war ramp-up?
- SG - Sigrun Godefroy
- Posts: 131
- Joined: Thu Aug 16, 2018 10:56 am
Re: War Rules
ya, but it more or less comes down to who can field the best units in the largest amounts, or who has the largest wallet.
Sigrun Godefroy warrior of Hircine
- MS - Meaghan Smith
- Posts: 314
- Joined: Fri Aug 03, 2018 3:13 pm
Re: War Rules
Historically that's been the key determiner of victory...
Meaghan 'the Smith'
Baroness-Elector of Graven, Countess of Gravendale, Merchant-Princess of the Graven Trading Federated Order
"What has been built cannot be destroyed, save by those without vision, heart, or inspiration."
Baroness-Elector of Graven, Countess of Gravendale, Merchant-Princess of the Graven Trading Federated Order
"What has been built cannot be destroyed, save by those without vision, heart, or inspiration."