War Rules

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WB - Water's Blessing
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Re: War Rules

Post by WB - Water's Blessing » Fri Apr 12, 2019 5:39 pm

AA - Albion Arawnson wrote:
Fri Apr 12, 2019 3:20 pm
Province level cap plus unit cap plus battle spells are going to make mages very powerful. If I team with a ruler with just a few units after researching rain of magic missiles it will be a slaughter.
The re-introduction of battle spells would also serve to make followers of a few of the faiths way more powerful too. Most of the mage battle spells are either illusions, invocations, or alterations. Couple that with the spheres from which battle spells come from, and that sets it up so that priests of Rhyel, and especially priests of Arawn the Architect, are way more effective and dangerous on the battlefield than other faiths. Rhyel has access to many illusions and alterations, and the Architect and Arawn have access both to invocation and alteration as well as many of the priest spheres that produce battle magic (including the sphere of War, which is basically all battle magic spells).

Mages are relatively rare, for non-elves they need to be blooded, and so they're risky to use in combat. Lords of Law and Humanists, on the other hand, can round up bunches of unblooded level 1 priests, teach them all rain of magic missiles, and then have a bunch of mobile field artillery units. Humanist Academy = unending stream of missile battery LTs for the battlefield. That's not even counting blooded Humanist priests using mass destruction on your best units before the battle, possibly killing off some or all of your leadership at the same time. Attacking a goblin wood would likewise be bewildering. While the goblins would lack the punch of the human temples, they would be able to spin you around, hide their people, and then set your forces against each other, all without having to engage. If you ever could find the goblins you could wipe them out easily enough, but Rhyel's priests would make that a daunting task.
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TH - The Hunt
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Re: War Rules

Post by TH - The Hunt » Fri Apr 12, 2019 5:42 pm

That's assuming battle magic can be cast by unblooded characters. Just because a priest can cast arcane magic doesn't mean they can cast true magic.
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Re: War Rules

Post by WB - Water's Blessing » Fri Apr 12, 2019 5:44 pm

EF - Ethak Farsight wrote:
Fri Apr 12, 2019 5:26 pm
HK - Hamzaa al-Kalari wrote:
Fri Apr 12, 2019 5:24 pm
RS - Rogr Smith wrote:
Fri Apr 12, 2019 4:14 pm
Most of the religions can turn undead. At least one commands them. Very few have no influence (can't turn or command) them.

If it's about the war units, they're not cheap and require corpse units to be on hand/stored. Summoning provides similar strength units without the whole 'negative' connotation.
In this iteration, power over the undead is not that common. Of the posted faiths, only followers of the Architect or Nesirie can turn, and only followers of Corbin can command (assuming the rule that "only evil priests can command uncontrolled undead" is in play). Moradin and/or Spirited Way might be able to as well, but even if both that's still only about half of the faiths.
Actually, Priests of the Neserie, if I read correctly, can both Turn and Command the Undead.
Which is why I said "if the rule about only evil can command is in play". If it is, Nesireans can't because they can't be evil.
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Re: War Rules

Post by WB - Water's Blessing » Fri Apr 12, 2019 5:51 pm

AF - Areida Faderan wrote:
Fri Apr 12, 2019 5:42 pm
That's assuming battle magic can be cast by unblooded characters. Just because a priest can cast arcane magic doesn't mean they can cast true magic.
Battle spells aren't considered true magic. That's why lots of regular, mundane spells have battle spell effects (like fireball and lightning bolt). Battle spells are just cooperative variants of regular spells, and traditionally don't require the caster to be blooded. Juan could, of course, add that requirement, but it's not the default.
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MS - Meaghan Smith
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Re: War Rules

Post by MS - Meaghan Smith » Fri Apr 12, 2019 5:55 pm

Hrm, I must have misread earlier when I was posting, felt certain there were more with Turn (and/or Command) Undead. Definitely thought Arawn had it in his portfolio.

[+] Greater God: Lady Nesirie (NG)
Power over Undead: Turn: Yes; Command: Yes
[+] Greater God: The Architect (LN)
Power over Undead: Turn: Yes; Command: No
[+] Intermediate God: Corbin (CE)
Power over Undead: Turn: No; Command: Yes

[+] Intermediate God: The Forester (CG)
??

[+] Intermediate God: Arawn (LE)
Power over Undead: Turn: No; Command: No
[+] Greater God: Rhyel (CN)
Power over Undead: Turn: No; Command: No
[+] Intermediate God: Mats (TN)
Power over Undead: Turn: No; Command: No
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Re: War Rules

Post by WB - Water's Blessing » Fri Apr 12, 2019 5:57 pm

I was assuming the forester was a no since a) it didn't explicitly say it and b) he's modeled after druids, and druids have no power over undead. You're right that it could be an omission, though.
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WM - The Waste Mage
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Re: War Rules

Post by WM - The Waste Mage » Fri Apr 12, 2019 6:08 pm

Arawn never used them but didn’t really have a problem with them either so figured he wasn’t interested in commanding them and did t hate then enough to give the power of turning them. If they are a problem for his priests they have fireballs.

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DM Juan
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Re: War Rules

Post by DM Juan » Fri Apr 12, 2019 6:08 pm

Forester has no control over undead.

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Re: War Rules

Post by CI - Charrek Ironfist » Fri Apr 12, 2019 8:59 pm

DM Juan wrote:
Fri Apr 12, 2019 6:08 pm
Forester has no control over undead.
Shapeshift into a bear and rip the undead to shreds?
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Re: War Rules

Post by YK - Yuri Khavlor » Fri Apr 12, 2019 9:00 pm

That was my thought designing it.

Also an ounce of prevention is worth a pound of cure.
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