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Re: War Rules

Posted: Fri Apr 12, 2019 3:39 pm
by MS - Meaghan Smith
I just like the version where the wizard flies high above (out of bowshot) and daily does a bunch of pebble to boulders....

Re: War Rules

Posted: Fri Apr 12, 2019 3:41 pm
by WM - The Waste Mage
Invisible servants run in carrying barrels of gunpowder on a fuse.

Re: War Rules

Posted: Fri Apr 12, 2019 3:47 pm
by MS - Meaghan Smith
And with the proliferation of the gobli--er new ?elves? I'm thinking Warcraft for some reason....

:)

Re: War Rules

Posted: Fri Apr 12, 2019 3:49 pm
by TH - The Hunt
Spellcasters would be pretty good at ending sieges, for sure...

Unseen Servant ends when it goes more than 30' from the caster, so the wizard would have to be invisible, too! And very... brave.

Re: War Rules

Posted: Fri Apr 12, 2019 3:56 pm
by WM - The Waste Mage
The point is there is no end to the ways spells could be used to fuck up an army if we don’t keep them as a set bonus. Unless you non mages are fine with all the surprises in store if we go this way. I’m all for it. I just foresee a lot of “what the fucks!” And another 20 pages next game about fixing spells use.

Re: War Rules

Posted: Fri Apr 12, 2019 3:58 pm
by JB - Jana Boulderbrew
I feel that undead are way overpowered without priests that can turn.

Re: War Rules

Posted: Fri Apr 12, 2019 4:08 pm
by TH - The Hunt
Right, my point is that there's also no end to the way individual spellcasters can get destroyed in moments if they're <...brave?> enough to attempt to confront and overcome hundreds (or thousands!) of intelligent foes at the same time. I think they should be able to perform miracles, but I also think it's no less likely for them to 'miraculously' be defeated by factors they failed to take into account. Surprise tactics cut both ways, and the most successful armies in the long term ought to be those with reliable tactics. Those who rely on tricks ought to hope they don't fight enough to run out of them.

Regardless, I also think it needs to be kept abstract, because we're not playing Yu-Gi-Oh here.

Re: War Rules

Posted: Fri Apr 12, 2019 4:14 pm
by MS - Meaghan Smith
KA - Kragen Atorin wrote:
Fri Apr 12, 2019 3:58 pm
I feel that undead are way overpowered without priests that can turn.
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.

Re: War Rules

Posted: Fri Apr 12, 2019 4:18 pm
by JB - Jana Boulderbrew
One of the battle magic spells is turn dead... against undead units.

Re: War Rules

Posted: Fri Apr 12, 2019 4:19 pm
by DK - Duergan King
I liked the take that you need to research battle spells and if you don't want sharp pointy things sticking out of your chest you need a unit of soldiers trained to help and protect the wizard/priest.

The wizard/priest there for needs to spend time researching spells and the money and time that requires. They have to pay the costs of the spells and if they don't want a high risk of stabby stabby death they need to pay/train/hire a more expensive unit of troops.