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Worlds of Design: The Nature of Armies
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<blockquote data-quote="Argyle King" data-source="post: 8742832" data-attributes="member: 58416"><p>I believe a lot of those units can be replaced in a setting powered by contemporary D&D.</p><p></p><p>The reasons are similar to why (and how) can perform many of the same functions with less total manpower. Likewise, force projection is currently easier. This is partially due to commonplace (and easy-to-reproduce) magic mimicking the functionality of military technology. Even something we take for granted -like night vision- becoming commonplace is a big advantage.</p><p></p><p>How levels plays into that, on top of those increased capabilities, the durability (HP, AC, and etc) added by each level also increases the force multiplier of each individual piece. </p><p></p><p>A good breakdown of how this applies to a tabletop rpg (without getting sucked into military jargon) can be found in GURPS Supers. The book talks about how "supers" is a genre with a very large range of power levels, and that (for the GM) fine tuning the desired power level and game play experience can be done by thinking of a supe in terms of what threats they can handle. Is the supe equal to a street gang? ...a tank? ...something bigger? I believe that a lot of that discussion also relates to D&D PCs (and higher level monsters).</p><p></p><p>D&D also does this by labeling the tiers of play.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8742832, member: 58416"] I believe a lot of those units can be replaced in a setting powered by contemporary D&D. The reasons are similar to why (and how) can perform many of the same functions with less total manpower. Likewise, force projection is currently easier. This is partially due to commonplace (and easy-to-reproduce) magic mimicking the functionality of military technology. Even something we take for granted -like night vision- becoming commonplace is a big advantage. How levels plays into that, on top of those increased capabilities, the durability (HP, AC, and etc) added by each level also increases the force multiplier of each individual piece. A good breakdown of how this applies to a tabletop rpg (without getting sucked into military jargon) can be found in GURPS Supers. The book talks about how "supers" is a genre with a very large range of power levels, and that (for the GM) fine tuning the desired power level and game play experience can be done by thinking of a supe in terms of what threats they can handle. Is the supe equal to a street gang? ...a tank? ...something bigger? I believe that a lot of that discussion also relates to D&D PCs (and higher level monsters). D&D also does this by labeling the tiers of play. [/QUOTE]
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