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General Tabletop Discussion
*Pathfinder & Starfinder
An analysis of the Pathfinder SRD/Kingmaker/Ultimate Campaign mass combat system
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<blockquote data-quote="ZenFox42" data-source="post: 6169714" data-attributes="member: 6746758"><p><strong>The Wikidot rules</strong></p><p> </p><p>Early on in looking at Kingmaker, I discovered the system described at <a href="http://kingmake.wikidot.com/armies" target="_blank">http://kingmake.wikidot.com/armies</a>. It is the same as Kingmaker in many respects, but adds some new Tactics, and implements many already existing Tactics differently than the original Kingmaker. It also uses different damage bonuses for the Strategies.</p><p> </p><p>For ease of reference, I list each Strategy, Tactic, etc. here even if it did not change compared to Pathfinder. Items marked with a * are either not in, or implemented differently than, the Pathfinder rules.</p><p>-------------------------------------------------------------------------------------------------------------------------------------</p><p>TACTICS</p><p> </p><p>*Bolstered Resolve : 5% </p><p>*Cavalry Experts : 10% vs. un-Mounted opponents</p><p>*Cavalry Skirmishers : 12% vs. un-Mounted opponents</p><p>*Defensive Wall : 6%</p><p>Dirty Tricks : N/A</p><p>*Expert Flankers : 2%</p><p>*Extermination : N/A</p><p>False Retreat : N/A</p><p>*Flawless Retreat : N/A</p><p>*Guardian : N/A</p><p>*Hinder : N/A</p><p>*Hold the Line : 15%</p><p>*Relentless Brutality : 2%</p><p>Siegebreaker : N/A, but essential for taking out siege engines</p><p>Sniper Support : 12% vs. un-Ranged opponents</p><p>*Spellbreaker : see below</p><p>*Spell defense : this is the same as Pathfinder’s “Spellbreaker”</p><p>Taunt : N/A</p><p>*Terror Troops : 5%</p><p>*Triage : <strong>guaranteed win</strong> (see Healers, below)</p><p>*Wallsmasher : see below</p><p> </p><p><strong>RECOMMENDATIONS :</strong></p><p>1. Either drop or modify the Expert Flankers and Relentless Brutality tactics – they provide no significant advantage. However, Relentless Brutality is useful against Cavalry Skirmishers (see below).</p><p>2. Drop the Triage tactic. Yes, it could really help an underdog, but in an otherwise even fight, it’s a huge guaranteed win.</p><p>3. My personal opinion is that Cavalry vs. non-Cavalry should have a higher advantage, so make the bonuses for Cavalry Experts and Cavalry Skirmishers +2, which matches Pathfinder. Ignore this if you disagree.</p><p><strong>4. Consider adding at least the following to your list of available Tactics : Bolstered Resolve, Cavalry Skirmishers, Flawless Retreat, Hold the Line, Terror Troops, Wallsmasher. They each provide bonuses that can come in handy in some situations. Wallsmasher in particular is very helpful against fortifications, especially if you boost its bonus to +4 (see below).</strong></p><p> </p><p>-------------------------------------------------------------------------------------------------------------------------------------</p><p>RESOURCES</p><p> </p><p>*Fortification Builders : 35%</p><p>Healers : 30% used once, 45% used twice</p><p>Improved/Magic Armor (+1, +2) : 12%, 24%</p><p>Improved/Magic Weapons (+1, +2) : 10%, 20%</p><p>Mounts : N/A</p><p>*Poison (+d6) : 20%</p><p>Ranged Weapons : N/A</p><p>Siege Engines : N/A</p><p>*Smokesticks : N/A</p><p> </p><p><strong>RECOMMENDATIONS :</strong></p><p>1. Fortification Builders is odd – it provides a huge bonus to winning, but it takes a day to implement, and only works while the workers are there. So for any army that <strong>has a day to prepare</strong> before battle, it provides a huge benefit. Guess that’s balanced…???</p><p>-------------------------------------------------------------------------------------------------------------------------------------</p><p>SPECIAL ABILITIES</p><p> </p><p>Breath Weapon : 14% on average</p><p>Construct/Plant/Undead : N/A</p><p>Energy Drain : 41%</p><p>Fast Healing, Regeneration : +8% for 1 HP/rnd</p><p>Fast Healing, Regeneration : +16% for 2 HP/rnd</p><p>Fast Healing, Regeneration : +26% for 3 HP/rnd</p><p>Fear : N/A</p><p>*Mobility : 11% vs. those without the situational advantage</p><p>Paralysis : 32%</p><p>Poison : 20% on average</p><p>Rock Throwing : 21%</p><p>Significant Defense : <strong>automatic win</strong> (CR +4)</p><p>Spell Resistance : see below</p><p>Spellcasting : 21% for max spell level = 1</p><p>Spellcasting : 38% for max spell level = 2</p><p>Spellcasting : <strong>automatic win</strong> for max spell level = 3 (CR+2)</p><p>Spellcasting : <strong>automatic win</strong> for max spell level = 4 (CR+3)</p><p>Spellcasting : <strong>automatic win</strong> for max spell level = 5 (CR+4)</p><p> </p><p><strong>RECOMMENDATIONS :</strong></p><p>See previous post for spellcasting changes.</p><p> </p><p>-------------------------------------------------------------------------------------------------------------------------------------</p><p>BATTLEFIELD MODS</p><p> </p><p>Advantageous Terrain : 24%</p><p>Ambush : N/A</p><p>Home turf : 38%</p><p>Fortifications (+8 default) : <strong>automatic win (CR +3)</strong></p><p> </p><p><strong>RECOMMENDATIONS :</strong></p><p>All but one of these provide tremendous advantages. The opposing side should look for Tactics and Strategies which would increase their OM mod to offset the large bonuses to DV that these provide. Or, the CR of the opposing side should be higher to compensate.</p><p> </p><p>-------------------------------------------------------------------------------------------------------------------------------------</p><p>TACTIC VS. COUNTER-TACTIC</p><p> </p><p>Next, I tried giving one army one Tactic, and the other army the counter-tactic or not. The first number is the %increase in winning the Tactic gives to the first army, and the second number is the result when the opposing army has the given counter-tactic. Note that I used a +2 bonus for the Cavalry Tactics, and the +8 “default” value for fortifications suggested by the rules. The Spellcaster vs.</p><p> </p><p>Cavalry Experts (+2) vs. Hold the Line : 20% --> 18% (no real improvement)</p><p>Cavalry Skirmishers (+2) vs. Relentless Brutality : 24% --> 11%</p><p> </p><p>NOTE : this person renamed “Spellbreaker” to “Spell Defense”, and created a new Tactic “Spellbreaker” that works differently than the original!</p><p>Spellcaster(SL=1) vs. Spellbreaker : 21% --> –20% (the side with spellcasters loses *more* often!)</p><p>Spellcaster(SL=2) vs. Spellbreaker : 38% --> 0% (evenly matched battle)</p><p>Spellcaster(SL=3) vs. Spellbreaker : WIN --> 18%</p><p>Spellcaster(SL=4) vs. Spellbreaker : WIN --> 34%</p><p>Spellcaster(SL=5) vs. Spellbreaker : WIN --> WIN</p><p>Spellcaster(SL=1) vs. Spell Defense : 21% --> –23% (the side with spellcasters loses *more* often!)</p><p>Spellcaster(SL=2) vs. Spell Defense : 38% --> 0% (evenly matched battle)</p><p>Spellcaster(SL=3) vs. Spell Defense : WIN --> 26%</p><p>Spellcaster(SL=4) vs. Spell Defense : WIN --> 43%</p><p>Spellcaster(SL=5) vs. Spell Defense : WIN --> WIN</p><p> </p><p>Fortification (+8) vs. Wallsmasher : WIN --> WIN</p><p>Fortifications (+8) vs. Rock Throwing + Wallsmasher : WIN --> 33%</p><p> </p><p><strong>RECOMMENDATIONS :</strong></p><p>1. There is no existing Tactic that’s good against Cavalry Experts.</p><p>2. Wallsmasher is too weak against any significant fortification. <strong>Making it +4 works much better.</strong></p><p> </p><p>-------------------------------------------------------------------------------------------------------------------------------------</p><p>STRATEGIES</p><p> </p><p>Defensive : –18% (loses more often compared to Standard)</p><p>Cautious : –7%</p><p>Standard : 0%</p><p>Aggressive : 5%</p><p>Reckless : 9%</p><p> </p><p><strong>RECOMMENDATIONS :</strong></p><p>1. While being Defensive or Cautious might lose you the battle in the long run, they extend the duration of the battle (Defensive doubles it!), giving more time for help to arrive.</p><p><strong>2. Personally I prefer the less extreme versions (small damage mods) used here compared to Kingmaker/Pathfinder (first post).</strong></p><p> </p><p>-------------------------------------------------------------------------------------------------------------------------------------</p><p>STRATEGY VS. STRATEGY</p><p> </p><p>Defensive vs. Defensive : 3%</p><p>Defensive vs. Cautious : –11%</p><p>Defensive vs. Standard : –18%</p><p>Defensive vs. Aggressive : –22%</p><p>Defensive vs. Reckless : –26%</p><p>Cautious vs. Defensive : 17%</p><p>Cautious vs. Cautious : 2%</p><p>Cautious vs. Standard : –7%</p><p>Cautious vs. Aggressive : –14%</p><p>Cautious vs. Reckless : –20%</p><p>Standard vs. Defensive : 23%</p><p>Standard vs. Cautious : 9%</p><p>Standard vs. Standard : 0%</p><p>Standard vs. Aggressive : –8%</p><p>Standard vs. Reckless : –15%</p><p>Aggressive vs. Defensive : 25%</p><p>Aggressive vs. Cautious : 15%</p><p>Aggressive vs. Standard : 5%</p><p>Aggressive vs. Aggressive : –3%</p><p>Aggressive vs. Reckless : –12%, more ties</p><p>Reckless vs. Defensive : 28%</p><p>Reckless vs. Cautious : 18%</p><p>Reckless vs. Standard : 9%</p><p>Reckless vs. Aggressive : 0%, more ties</p><p>Reckless vs. Reckless : many more ties</p><p> </p><p>As expected, the lower damage modifiers result in far less extreme consequences than from Pathfinder/Kingmaker.</p></blockquote><p></p>
[QUOTE="ZenFox42, post: 6169714, member: 6746758"] [B]The Wikidot rules[/B] Early on in looking at Kingmaker, I discovered the system described at [URL]http://kingmake.wikidot.com/armies[/URL]. It is the same as Kingmaker in many respects, but adds some new Tactics, and implements many already existing Tactics differently than the original Kingmaker. It also uses different damage bonuses for the Strategies. For ease of reference, I list each Strategy, Tactic, etc. here even if it did not change compared to Pathfinder. Items marked with a * are either not in, or implemented differently than, the Pathfinder rules. ------------------------------------------------------------------------------------------------------------------------------------- TACTICS *Bolstered Resolve : 5% *Cavalry Experts : 10% vs. un-Mounted opponents *Cavalry Skirmishers : 12% vs. un-Mounted opponents *Defensive Wall : 6% Dirty Tricks : N/A *Expert Flankers : 2% *Extermination : N/A False Retreat : N/A *Flawless Retreat : N/A *Guardian : N/A *Hinder : N/A *Hold the Line : 15% *Relentless Brutality : 2% Siegebreaker : N/A, but essential for taking out siege engines Sniper Support : 12% vs. un-Ranged opponents *Spellbreaker : see below *Spell defense : this is the same as Pathfinder’s “Spellbreaker” Taunt : N/A *Terror Troops : 5% *Triage : [B]guaranteed win[/B] (see Healers, below) *Wallsmasher : see below [B]RECOMMENDATIONS :[/B] 1. Either drop or modify the Expert Flankers and Relentless Brutality tactics – they provide no significant advantage. However, Relentless Brutality is useful against Cavalry Skirmishers (see below). 2. Drop the Triage tactic. Yes, it could really help an underdog, but in an otherwise even fight, it’s a huge guaranteed win. 3. My personal opinion is that Cavalry vs. non-Cavalry should have a higher advantage, so make the bonuses for Cavalry Experts and Cavalry Skirmishers +2, which matches Pathfinder. Ignore this if you disagree. [B]4. Consider adding at least the following to your list of available Tactics : Bolstered Resolve, Cavalry Skirmishers, Flawless Retreat, Hold the Line, Terror Troops, Wallsmasher. They each provide bonuses that can come in handy in some situations. Wallsmasher in particular is very helpful against fortifications, especially if you boost its bonus to +4 (see below).[/B] ------------------------------------------------------------------------------------------------------------------------------------- RESOURCES *Fortification Builders : 35% Healers : 30% used once, 45% used twice Improved/Magic Armor (+1, +2) : 12%, 24% Improved/Magic Weapons (+1, +2) : 10%, 20% Mounts : N/A *Poison (+d6) : 20% Ranged Weapons : N/A Siege Engines : N/A *Smokesticks : N/A [B]RECOMMENDATIONS :[/B] 1. Fortification Builders is odd – it provides a huge bonus to winning, but it takes a day to implement, and only works while the workers are there. So for any army that [B]has a day to prepare[/B] before battle, it provides a huge benefit. Guess that’s balanced…??? ------------------------------------------------------------------------------------------------------------------------------------- SPECIAL ABILITIES Breath Weapon : 14% on average Construct/Plant/Undead : N/A Energy Drain : 41% Fast Healing, Regeneration : +8% for 1 HP/rnd Fast Healing, Regeneration : +16% for 2 HP/rnd Fast Healing, Regeneration : +26% for 3 HP/rnd Fear : N/A *Mobility : 11% vs. those without the situational advantage Paralysis : 32% Poison : 20% on average Rock Throwing : 21% Significant Defense : [B]automatic win[/B] (CR +4) Spell Resistance : see below Spellcasting : 21% for max spell level = 1 Spellcasting : 38% for max spell level = 2 Spellcasting : [B]automatic win[/B] for max spell level = 3 (CR+2) Spellcasting : [B]automatic win[/B] for max spell level = 4 (CR+3) Spellcasting : [B]automatic win[/B] for max spell level = 5 (CR+4) [B]RECOMMENDATIONS :[/B] See previous post for spellcasting changes. ------------------------------------------------------------------------------------------------------------------------------------- BATTLEFIELD MODS Advantageous Terrain : 24% Ambush : N/A Home turf : 38% Fortifications (+8 default) : [B]automatic win (CR +3)[/B] [B]RECOMMENDATIONS :[/B] All but one of these provide tremendous advantages. The opposing side should look for Tactics and Strategies which would increase their OM mod to offset the large bonuses to DV that these provide. Or, the CR of the opposing side should be higher to compensate. ------------------------------------------------------------------------------------------------------------------------------------- TACTIC VS. COUNTER-TACTIC Next, I tried giving one army one Tactic, and the other army the counter-tactic or not. The first number is the %increase in winning the Tactic gives to the first army, and the second number is the result when the opposing army has the given counter-tactic. Note that I used a +2 bonus for the Cavalry Tactics, and the +8 “default” value for fortifications suggested by the rules. The Spellcaster vs. Cavalry Experts (+2) vs. Hold the Line : 20% --> 18% (no real improvement) Cavalry Skirmishers (+2) vs. Relentless Brutality : 24% --> 11% NOTE : this person renamed “Spellbreaker” to “Spell Defense”, and created a new Tactic “Spellbreaker” that works differently than the original! Spellcaster(SL=1) vs. Spellbreaker : 21% --> –20% (the side with spellcasters loses *more* often!) Spellcaster(SL=2) vs. Spellbreaker : 38% --> 0% (evenly matched battle) Spellcaster(SL=3) vs. Spellbreaker : WIN --> 18% Spellcaster(SL=4) vs. Spellbreaker : WIN --> 34% Spellcaster(SL=5) vs. Spellbreaker : WIN --> WIN Spellcaster(SL=1) vs. Spell Defense : 21% --> –23% (the side with spellcasters loses *more* often!) Spellcaster(SL=2) vs. Spell Defense : 38% --> 0% (evenly matched battle) Spellcaster(SL=3) vs. Spell Defense : WIN --> 26% Spellcaster(SL=4) vs. Spell Defense : WIN --> 43% Spellcaster(SL=5) vs. Spell Defense : WIN --> WIN Fortification (+8) vs. Wallsmasher : WIN --> WIN Fortifications (+8) vs. Rock Throwing + Wallsmasher : WIN --> 33% [B]RECOMMENDATIONS :[/B] 1. There is no existing Tactic that’s good against Cavalry Experts. 2. Wallsmasher is too weak against any significant fortification. [B]Making it +4 works much better.[/B] ------------------------------------------------------------------------------------------------------------------------------------- STRATEGIES Defensive : –18% (loses more often compared to Standard) Cautious : –7% Standard : 0% Aggressive : 5% Reckless : 9% [B]RECOMMENDATIONS :[/B] 1. While being Defensive or Cautious might lose you the battle in the long run, they extend the duration of the battle (Defensive doubles it!), giving more time for help to arrive. [B]2. Personally I prefer the less extreme versions (small damage mods) used here compared to Kingmaker/Pathfinder (first post).[/B] ------------------------------------------------------------------------------------------------------------------------------------- STRATEGY VS. STRATEGY Defensive vs. Defensive : 3% Defensive vs. Cautious : –11% Defensive vs. Standard : –18% Defensive vs. Aggressive : –22% Defensive vs. Reckless : –26% Cautious vs. Defensive : 17% Cautious vs. Cautious : 2% Cautious vs. Standard : –7% Cautious vs. Aggressive : –14% Cautious vs. Reckless : –20% Standard vs. Defensive : 23% Standard vs. Cautious : 9% Standard vs. Standard : 0% Standard vs. Aggressive : –8% Standard vs. Reckless : –15% Aggressive vs. Defensive : 25% Aggressive vs. Cautious : 15% Aggressive vs. Standard : 5% Aggressive vs. Aggressive : –3% Aggressive vs. Reckless : –12%, more ties Reckless vs. Defensive : 28% Reckless vs. Cautious : 18% Reckless vs. Standard : 9% Reckless vs. Aggressive : 0%, more ties Reckless vs. Reckless : many more ties As expected, the lower damage modifiers result in far less extreme consequences than from Pathfinder/Kingmaker. [/QUOTE]
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