Things to do?

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AaH - Avicerra al Hamam
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Re: Things to do?

Post by AaH - Avicerra al Hamam » Thu Apr 18, 2019 3:09 pm

;) Lets hope no battles will be carried out in the mountains so Juan wont need to think about that ;)

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HW - Halmond Westerly
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Re: Things to do?

Post by HW - Halmond Westerly » Thu Apr 18, 2019 3:09 pm

I like that idea of forts being able to grant extra units for attrition purposes. I also liked the idea of them giving modifiers in battle, but I'm not sure how that would square with the fact that you can't assault fortifications without siege equipment. If I remember the original way I learned (which I admit does not necessarily seem to be the original rules) I think fortifications gave a bonus to defense vs ranged attacks?
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YK - Yuri Khavlor
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Re: Things to do?

Post by YK - Yuri Khavlor » Thu Apr 18, 2019 3:11 pm

Siegecraft NWP allows assault without artillerists. Otherwise you need to lay siege until the fortification erodes.
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DM Juan
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Re: Things to do?

Post by DM Juan » Thu Apr 18, 2019 3:15 pm

Yup. Forts vastly slow down attacks. They lock down attackers too. You cannot move ANY units past, except those above Fort+Garrison units. You need Siegecraft NWP (opposed check if using it) or artillery to assault the position.

Actually... I suppose... a work around... is to... add "Castle" unit. Some sort of missile support unit.

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TH - The Hunt
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Re: Things to do?

Post by TH - The Hunt » Thu Apr 18, 2019 3:16 pm

From the Siegecraft NWP:
'Normally, castles are invulnerable to direct attack during the domain turn unless a company of artillerists is detailed to lead the attack. A character with the siegecraft proficiency counts as a unit of artillerists when he accompanies an army. On a successful proficiency check, he can lead them in an assault against a castle; the castle's rating (see Part II) is a negative modifier to the character's check.'

This would make it so no battle can be forced to take place in a fortified province except under specific circumstances, so instead of changing the outcome of the battle, they alter the course of the war. I like that...
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DM Juan
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Re: Things to do?

Post by DM Juan » Thu Apr 18, 2019 3:17 pm

Good point on the -castle level to your check part. I forgot about that.

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WB - Water's Blessing
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Re: Things to do?

Post by WB - Water's Blessing » Thu Apr 18, 2019 3:20 pm

AF - Areida Faderan wrote:
Thu Apr 18, 2019 3:16 pm
From the Siegecraft NWP:
'Normally, castles are invulnerable to direct attack during the domain turn unless a company of artillerists is detailed to lead the attack. A character with the siegecraft proficiency counts as a unit of artillerists when he accompanies an army. On a successful proficiency check, he can lead them in an assault against a castle; the castle's rating (see Part II) is a negative modifier to the character's check.'

This would make it so no battle can be forced to take place in a fortified province except under specific circumstances, so instead of changing the outcome of the battle, they alter the course of the war. I like that...
I actually like that too. You can't fight unless the defenders sally, or the castle "erodes" (ie. you starve them out). You just have to sit there and wait. Though, I do think they should have some sort of "Castle" unit for defensive purposes if attackers do decide to assault a castle. One reason why seiges were so common was that assaults were hideously dangerous, so castle units should be pretty boss (and artillary units -- but not people with seigecraft -- could be given a big bonus vs castle units a la pike-men and cavalry.)
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WM - The Waste Mage
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Re: Things to do?

Post by WM - The Waste Mage » Thu Apr 18, 2019 3:21 pm

Wizard PCs should have a greater impact than other classes and scale up at higher levels. If the dwarves' +1 in mountains was important enough to fix then it seems a wizards AOE spells should have a fix. Not even talking about Battle Spells either.

1st Level
Grease
Phantasmal Force
Sleep
Wall of Fog

Second-Level
Darkness 15' Radius
Flaming Sphere
Fog Cloud
Hypnotic Pattern
Improved Phantasmal Force
Scare
Stinking Cloud
Summon Swarm
Web

Third-Level
Fireball
Invisibility, 10' Radius
Lightning Bolt
Spectral Force
Wind Wall

That's just the obvious spells and only up to a 5th level mage's possibilities while the others are attacking once a round still. At higher levels the wizard is even more useful than the other classes. Should be several special units for a wizard. Clerics should be a little better than Fighters or Rogue types when they get Flamestrikes and Blade Barriers but a Wizard starts at 1st level and just gets better from there and has a lot more spells that effect AOE. Maybe 5 different unit types for wizards where it scales up every 2 levels or so with it delivering more and more hits as you get to Cloudkills and Rock to Mud etc.

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WB - Water's Blessing
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Re: Things to do?

Post by WB - Water's Blessing » Thu Apr 18, 2019 3:31 pm

In theory, you could do that by having four different DC-type units, for war checks done by fighters/clerics/mages/thieves, with different sets of stats. Mages could be high attack, high range, low defense, low hits -- the classic glass cannons. Fighters could be the baseline that was created already, and rogues/priests could be similar to fighters but with lower attack stats and higher defense/hits (priest) or mobility (rogue).
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DM Juan
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Re: Things to do?

Post by DM Juan » Thu Apr 18, 2019 3:36 pm

As it stands, likely to say if your "DC Unit" dies in the battle, you have a CON check. If you survive the CON check, you then have a CHA check to see if you are captured/ransomed by the other side, or if you escape. Something like that. So could make wizards do "more damage" (other than just already giving them a bonus to war EPL or something), but have less hits...

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