D&D 5E War

Imagine a city of geniuses who've had decades to plan and build magical defenses against an invasion. My question is: why do you think the attackers have a sliver of a chance?

Well static defenses are really only good to provide a speedbump to enemies. Unless there is a relieving force coming or some kind of shot clock holding the attacking army together they can wait out, sieges rarely go to the defender. The invaders have magic as well. And while the defenders had a lot of time to put up defenses, you can't plan for everything, while the attacker can scout you and tailor tricks to get around your defenses.
 

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Well static defenses are really only good to provide a speedbump to enemies. Unless there is a relieving force coming or some kind of shot clock holding the attacking army together they can wait out, sieges rarely go to the defender. The invaders have magic as well. And while the defenders had a lot of time to put up defenses, you can't plan for everything, while the attacker can scout you and tailor tricks to get around your defenses.

I wouldn't say rarely. Sieges are a logistical nightmare and quite a economic drain for the attacker and many sieges have been lifted or resulted in a fruitless assault because the attacker could not wait any longer.
 

Well static defenses are really only good to provide a speedbump to enemies. Unless there is a relieving force coming or some kind of shot clock holding the attacking army together they can wait out, sieges rarely go to the defender. The invaders have magic as well. And while the defenders had a lot of time to put up defenses, you can't plan for everything, while the attacker can scout you and tailor tricks to get around your defenses.

Sure, but this is a speedbump that could potentially move an entire city to another plane of existence or animate the entire city to defend itself or enclose the city in an impenetrable shield. And thats just defense. Do the invaders have magic on that scale? If not, forget it.

In fact, the only real hope you have as an attacking force is to make sure the battle is over before they have a chance to activate their magical defenses via a massive surgical pre-emptive strike, i.e. the magical equivalent of a tactical nuke.
 
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For every weapon, a defense has been designed or is being designed. For every defense their is a weapon designed or a weapon being designed.

Measures and counter-measures is the basis for conducting war.
 

As folks have mentioned, having the PC's as strike force and/or key play makers in a war setting can work well. The war becomes the backdrop that provides context for their quests/actions.

There's a rather good 3.5 book called 'Heroes of Battle' that covers this, with examples of battle tactics various monsters might use and suggestions for the type of missions/actions the PC's might be called up on to undertake. While it's 3.5, it can still prove to be a source of ideas.

From the Introduction:
It’s a player resource that gives players the tools they need to take their from the dungeon to the field of battle, where they’ll play pivotal roles in the clash of great fantasy armies. DMs can use this book as a resource for wartime adventures, whether building an entire narrative around a military campaign or throwing the players onto the battlefield as a change of pace at the climax of an adventure.''

A quick google will net you a Legitimate Backup Copy in .pdf format.
 

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