Castles of Crystal, Wars of Genocide!

reapersaurus, you can do all those tactics and they don't help. In his world your mage will run out of Time Stops and Empowered Maximized Fireballs long before you will make a noticeable dent in his armies of 10-20th level fighter Beastmen, Giants, Ogres, Fiends, etc.

Each one of those enemy soldiers having all the appropriate magical arms and armor to suit their level.

Not to mention the enemy mages pounding you with their own Time Stopped Meteor Swarms...

Yes, you will kill some with your tactics but hundreds more will take their place. You need large scale military tactics and thinking to win in SHARK's world.

Your wizard will die if you think he can go in alone, Rambo style, and wipe the floor with SHARK's bad guys. I know. I was there. I lived it.

And if your wizard attracts the attention of some 30th level fighter/Black Guard Winter Wight commander, you better hope you have some spells left because he will laugh at your puny magics while he tears your still beating heart from your chest.
 
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hahaha!

I can't believe that the reason why mages aren't overpowering in SHARK's world that's trotted out is because he has hideously overpowered grunts!

That's really kind of funny.

The point that we were making is that a normal army, comprised of simple leveled core classes (the bulk of the Vallorean army?), levels 6-12 are of no use in battles with high level mages.

NOW you're saying that every single battalion is comprised of a majority of fighter-types above level 13?
Many squads are in the 25+ range?

Here's the problem:
if you require that high of level just so the grunts aren;t wiped away with high magic, than you have a problem as to where did they come from?

High level battalions aren't just sprouted - they need a logical support structure of thousands of slightly lesser combatants, and hundreds of thousands of weaker grunts than that (~6th and below).

If any of those are logically present, than wee have the same problem - the mage just takes advantage of those troops.

I didn't say that mages aren't dominant in SHARK's world : SHARK can throw any number of obscenely powerful troops against them to prevent that from happening, since he's in charge, and the Armies Must March.

I'm saying what I said : essentially, that there will always be plenty of fodder for the mage to blow apart unless you artificially tweak the power of the armies of grunts.

from this:
Yes, you will kill some with your tactics but hundreds more will take their place. You need large scale military tactics and thinking to win in SHARK's world.
it seems that a logical battle of resources, where one mage takes out hundreds of high-level enemies (grunts, whatever they are) is somehow NOT considered a success in SHARK's world? :confused:

If each mage on either side did this, each day, than over time, there wouldn't be these all-powerful numbers of uber-equipped armies to face them.

War of Attrition, man - it's just not the kind of battles that SHARK (and the other Marines) want.
 

I think it would be in most spellcasters' best interests in such a war to:

A. Protect thyself.

B. Concentrate on the enemy spellcasters who would also otherwise attempt to wipe out teh legions.

I mean, while you're spending a round barbecuing footsoldiers, I'm spending my round targeting you.

A round's a long time in high level play, no?
 

reapersaurus said:
Here's the problem:
if you require that high of level just so the grunts aren;t wiped away with high magic, than you have a problem as to where did they come from?

Giving birth is a CR 6 challenge in Vallorea.
 

It is a particularly dangerous place.

I remember that one PC who accidentally, brutally cut his head off while combing his hair.

Not to mention the one who sadly and inexplicably stabbed himself in the stomach while shaving...
 

Greetings!

Beautiful Dragonblade! It's good to see you! Indeed, that was great fun with your character's first major battle in my campaign! Great stuff! I must also say that Dragonblade is a devious, skilled, and comprehensive player. He also had his sorcerer 20/monk 20 tricked out with a great armament of fine magic items, including many from the epic level sections. What a blast!:)

Reapersaurus wrote:
____________________________________________________
Quote:

"You have ignored our points.
And don't take this personally, but I must point out that this is common for you to ignore rules-based problems with your world, in my loong experience in enjoyably talking about your incredible (yet firmly unbelievable and flawed) world.

Can you maybe address the issue at hand clearly, with in-game examples as to how exactly your world stops mages from Invisibly Teleporting over any congregation of grunts, casting Time Stop, then a bunch of spells, then Teleporting away?"
____________________________________________________
End Quote.

No, Reapersaurus, I haven't "ignored" your points, or anyone else's. I didn't realise that I was on trial as it were, but then again, Reapersaurus, you seem to enjoy embracing a caustic, adversarial role, and I'm not really sure why. Still, I will answer your questions, even if you seem to desire to somehow turn our interesting discussion into some kind of trial or debate. Good enough.:) My "firmly unbelievable and flawed world" indeed! That arrogant little snippet is simply rich Reapersaurus! Just rich! Still, onward we go!

In game reasons; well, many armies have magical banners or battle standards that prohibit various spells from functioning within their ranges. These can be thousands of yards, tens or even hundreds of square miles.

Many armies have developed spells that bring into being enchanted clouds that spread a magical vapor throughout the area, again, this effect can be dozens, or hundreds of square miles, that prohibit, mutate, or otherwise defeat numerous magical effects from entering the area, whether it is teleportation, flying, scrying spells, and so on.

Many armies have developed special war machines that maintain a constant magical "eye" that sees with True Seeing, as well as a battery of other detection/analysis spells that remain constantly functioning with telepathic bondings with several dozen wizards flying on their own or on some magical beast for example, that fly or remain on Reac alert for the Eye of Dominion to see mages enter the threat range of the army on the march, or while encamped, and the Eye of Dominion also immediately launches an array of deception/entrapment spells designed to confuse, slow, or otherwise deceive enemy mages into *believing* that they see x, or have even affected x in the manner they desire, meanwhile the waiting mages that are always on reac guard spring the trap on the attacking mages and the result is that the enemy mages bodies are ripped to pieces or sent back to the enemy in a jar of goo.

There are some forces that have developed mutated animals, and special flocks of interdemensional demonic vampire ravens that guard their foces by flying overhead in mass clouds of flying beasts, always on patrol. Enemy wizards can sometimes make it to the area of the army encampment, and even get off a few spells. Then, however, they are swarmed with the interdemensional demonic vampire ravens who plunge three foot long metallic purplish-black beaks into their bodies that pierce all magical protections, and begin draining them on the spot, leaving their shattered husks to fall to the ground, screaming in agony, for even as they seek to teleport away, or fly away, the mutated ravens stay with them, pecking away with their evil beaks. The wizards that are drained and killed, usually rather swiftly, then become vampires that serve the vampiric "flock master"--a mutated priest of darkness that maintains telepathic bonding with his entire flock of evil ravens, seeing through their eyes, tasting blood through their beaks...

Then, of course, there are enchanted siege orbs that can be carried into battle. These siege orbs are then linked to identified spell casters, who all attune to the orb with drops of their blood, and a prayer, spoken while touching the orb in turn, as they participate in ancient attunement ceremonies. Thus protected, they can serve the army as they are needed. Enemy spell casters, however, as they are not attuned to these sacred siege orbs, as they come within 100, 200, 500, or even 1000 miles radius of the orbs--some are of different strengths than other orbs, as there are different ranked orbs that can be fashioned--enemy spell-casters within range suffer a variety of effects, depending on the orb's alignment. Some will suffer maximized holy flame strikes each and every time they begin to cast a spell above 3rd level while within range. Once per round. Each and every round, for as long as they remain within range, which they are, being heathens, ignorant of. Or they can suffer many other effects. Evil orbs can send similar type spells, as well as special targeted summoning spells that summon a horde of demons right there within 10 ft of the spell caster, each and every round that he casts spells within the unholy range of the evil Siege Orb, and so on. These items function whether there is one enemy wizard entering the protected area, or ten thousand. The effects still kick in for each wizard or spell caster that isn't attuned to that particular Siege Orb.

Well, since I am not on trial here, and certainly my "unbelievable and flawed" world isn't on trial either,:) that would seem sufficient. No handwaving at all. There are, as I mentioned, a wide array of magical items and spells that can be harnessed to fight and defend in warfare, at least in my campaign. There are specialized spells that have area effect ranges of dozens, or hundreds of square miles.

That just touches on the magical aspects.

Then, as Dragonblade describes, there are vast armies, tens of thousands, rank upon rank upon rank, all equipped, all using tactics, and even if they spend a hundred or a thousand or five thousand lives for every high-level wizard or cleric that they tear to pieces, the fact is, when the wizards and the clerics are gone, for they will be devoured early, or later when they have run out of spells, and are grappled, or tracked down, and they are torn to pieces, their bodies are hoisted high up on the beatsmen's battle standards to let the Valloreans or other humans or elves know the fate that their wizards and priests can look forward to, such forces had better have a large, well-equipped, and well-trained army.

Well, and that doesn't mention how when at least when armies are fighting the forces of darkness, those especially in favour of the Dark Gods of Chaos may experience their spells not working at all, or watch them backfire and effect their own troops instead, or watch themselves undergo savage, horrific mutations with every spell that they cast against the forces of Chaos. Fighting with such levels of magic while the gods of chaos watch is sure to attract their attention. While beastmen and evil human followers of the dark gods celebrate such attention, humans, dwarves, and elves find no solace in having the hand of chaos caress them, for when it does so, they are often mutated into gibbering monsters that are forever damned to scream and gibber in abject madness, forever tainted by their brush with the elder gods. That is if they are lucky. Others are grasped by demonic hands, and deliberately, slowly, carried into the dark realms, screaming in terror, as no one can save them, for the very plasma and jelly of Chaos washes about them. No one dares touch the horrific flow of jelly, or cast spells at it, for fear that they too, will be ensared into the realms of damnation and chaos.

Well, that then leaves the masses of well-equipped enemy forces of Darkness, or the forces of elves, valloreans, or other humans for example, if you are part of the attacking forces of darkness. The opposing forces will throw at you thousands of fiery darts and missiles, for even if they miss you, they will find the heart of one of your comrades. Beastmen or humans will charge you en masse, while hunter-killer groups target you especially, with special arrows, and continue to pound you over and over and over. If they don't get you, their own wizards may get you, or grappling fighters, or swift-moving rogues and other assassins. These forces are always moving, always watching, always prepared with some form of response to enemy spell casters. Everyone assumes that spell casters, wizards and clerics alike, are involved in every battle, at all times. Thus, forces and armaments are prepared for it.

In the end, you may kill thousands. How many of *you* are there? Beyond the corpses of the hundreds or the thousands that you killed, are hundreds, thousands, tens of thousands more, marching onward. They will be sure to think of you as they march over your wizard's corpse on their way to the next battle.

Oh, and some wizards and priests have developed various area effect defense spells that effect teleporting or flying enemies with *Shroud of Lead* *Frog Tongue* or *Globe of Hellfire*. These spells all effect teleporting or flying characters. Chances are slim that if they fly into the effect range, or teleport in, they won't be going anywhere else, as they will either be dead, or alive, but stretched upon the wrack and tortured by the enemy.

Some clerics or druids have deployed sentient spirits that watch over an area, protecting it with a variety of spiritual powers, or wizards have developed sentient, reactive and anticipatory spells, that when certain actions occur, or certain kinds of individuals trigger them or otherwise come to their attention, they then shift into effect. Some kinds of these spells can be simply enchanted into charms, amulets, stones, or other such methods and given to every soldier in the army, offering various kinds of protection. The same goes for the rest of the army, in march, or encamped. The defenses and countermeasures can be quite effective, and in fact can make it cost prohibitive as far as the certain cost in wizard's lives to make certain kinds of deployments and attacks, thus adding another factor in the commander's list of things to consider, and sacrifice...

So, there you go. I think that is a specific response Reapersaurus.:) I think it illustrates my point quite well, all using "in-game" reasons.:)

Great stuff by the way Dragonblade!:)

Semper Fidelis,

SHARK
 

Umm, Shark, where are the mages that reasearched spells to defeat those machinations? The way I see it, in your campaign magic is, proportionally, much much weaker than in a standard D&D campaign. Or, to put it more bluntly, in your campaign each fighter has the equivalent to inherent SR, a personal spellguard, and each mage that leaves his tower has to make a fortitude save (10 to 15) each day or die from enviromental conditions. You took great effort to neutralize magic as an effective force, going from your description.
I just would, humbly, suggest, that in your world any epic-level evocation mage should have epic spells that are the equivalent of city buster hydrogen bombs and ignore any protection short of direct divine intervention, and even that would not work for sure. My reason? If a mage survives to epic levels in your world, then he is such a tough S.o.B. that he knows all the hazards of your world, and can handle them - and can design spells to be effective under those conditions (Think Lina Inverse from Slayers and her Giga Slave going to town, or Dark Schneider from Bastard!! using his big blasts, spells that wipe out entire armies at once...)
Think Firestorms that make bushfires seem like a match devastating landscapes, wiping out food ressources and wrecking havoc on any enemies logistics, think tsunamis wiping away coastlines, earthquakes burying armies. Rituals performed far, far away that ruin entire continents. Parts of planes shifted in to swallow troops with the soil they are threading on.

In your world, as you describe it, those are the spells I expect from epic level mages, not some souped-up fireballs thrown by "archmages" that behave like level 5 apprentices just discovering the fireball/fly/shield combo. Sheesh, in your world any mage that uses spells with lesser range than bows should have his head examined.
 

Greetings!

Well, Fenes, indeed, sir, there are countermeasures to the items and spells that I mentioned as well.:) And so it goes, as I mentioned in my earlier thread. The end result? Wizards and such can *potentially* dramatically effect a given battle, however, generally speaking, they support and protect the forces most of the time, waiting for the commander's assessment of when a particular situation has arrived in the cut and thrust of battle where a particular deployment of the wizards can be briefly made to potentially catch a weakened, under-prepared enemy off guard in such a way as to make the victory possible, whether that is directly from their own actions, or contributory to the infantry and cavalry forces exploiting and siezing the victory from that point onwards. Battles flow, and are often as much determined by personality, skilled tactics, and good judgment as they are by supplies, firepower, or magic. It is a flow that each commander regulates, struggles, and fights with, waiting for the right moment or series of moments in time to sieze the initiative and gain the decisive leverage from which the battle is then won by. The actual ingredients that go into that vary by degree from battle to battle, and situation to situation.

Indeed, epic level spells can be used to harness all manner of strange powers. Epic level spells allow one to truly create spells that can accomplish all manner of strange designs and desired effects. Naturally, for every special epic level attack spell, there can also be effective counter-spells, too. Of course, though magic can have powerful effects, there may not necessarily be that many epic-level wizards, or they may not all necessarily be involved in whatever battle at whatever precise place in time, merely because they do in fact exist. PLus, I would think that even if for example, lets say that an army of 800,000 troops is invading an enemy city of 2,000,000 people. Now, there might be hundreds of wizards, even thousands in that huge army. Many though would be lower than 12th to 15th level for sure. There would be some more in the upper reaches, and maybe a few epic level wizards. Even if there were a dozen or two dozen epic level wizards present, they, as individuals, are certain to have different specialties and different ideas on how to contribute to winning the battle. I can assure you that teleporting into the midst of the enemy army and blasting away may occur to some of them, but not all of them would necessarily agree that that is what they want to do, or the necessarily best way to use their power against the enemy. Indeed, they may be quite effective, even devastating against the enemy forces, but the wizards are sure to figure out the mathematical odds if anyone would what their chances of getting nailed down and killed would be. Again, this isn't the case of sending in some infantry that you have spent weeks, months, or even a few years training--for an epic level wizard or cleric, of whatever specialty--is the product of great attention, training, and wealth, perhaps somewhere to the tune of ten, fifteen, or more years, for each such character. Even in a large empire, no emperor would cheerfully greet the news that a dozen or two dozen of his elite wizards just died in battle.

"Yes, sire, they won the battle, but two dozen of them are dead, six are horrifically mutated, and three have gotten some strange kind of madness that there is no known cure for, and will have to be committed to an isolated monastery for the rest of their shattered lives. That leaves, sire, four other elite wizards that are alive and well." Even if each of the epic level wizards killed directly 10,000 enemy people--for a total of 24x10,000=240,000 people, and the victory achieved, the empire can't afford such possible costs in another battle.

In my campaign, for example, wizards don't necessarily *always* suffer such lethal casualties, or even operate under such dangerous conditions, but the operative is that the wizards and the commanders themselves have no way of knowing for certain, number one, and even if the dangerous environment isn't a total wizard kill, the environment is sure to be challenging. The point of the different war efforts is not that wizards are necessarily shut down completely, but that commanders must use them very carefully, very judiciously, for the cost may be high indeed, even for victory. In addition, such an environment doesn't prohibit wizards, but it tends to build into the environment a certain and a potential cost--a bloody price that wizards will be required to pay. This combines to serve as a balancing factor, a built-in restraining factor that creates an environment where wizards have an effect, even a potentially significant effect, but wizards do not have a dominating effect like that which Reapersaurus seems to want to insist that they should have in my campaign world.:)

Does that make any sense?:)

Semper Fidelis,

SHARK
 

It makes sense, ina sense, SHARK. Still, you missed my main point: I am not talking about mages bein used as tactical artillery, or even as airstrikes, I am talking about epic mages using epic level spells as we could use hydrogen bombs - as weapons of mass destruction that level cities of millions. Rituals requiring the participation of a dozen epic level mages that can wipe out the entire race of the beastmen. If you ask for total war within a fantasy enviroment, then I envision total war - deliberately caused tsunamis, hellfire unleashed on entire countries, artificially created plagues spreading death to crops and peope alike. I am not talking about killing 10'000 troops at the cost of one mage, I am talking about using epic spells to wipe out the entire army of 800'000 while staying relatively save in the ceremonial chamber in the capitol.

But that is just my view of a world where as much magic is around as I have read.

IMC, I have banned many spells, and have very few magic items - all in order to avoid the "we need magic to counter the flying improved invisible stoneskinned mage raining down cone of colds" problem. I don't want every fighter to be decked out with more magic than an arcane college just to survive on the battlefield, I'd rather have less mages, less battle/campaign-wrecking spells than a world where all those spells exist, only to be countered with even more magic.
Just give me a couple of low-level clerics with protection from elements on their troops, and mages without more personal protection items than the vault of the emperor, and then lets us have at each other, more like historical battles with some flashy magic, not the kind of battles one would encounter when taking a gamesystem made for battling large numbers of enemies as well as powerful villains with a small group of heroes and builds armies in that context.
From my impression, you had the same goal: More roman legions with some magic enhancements battling fierce barbarian hordes steel to stell, and less arcane fighters and mages using (sometimes) cheesy magic items or spells in a high-magic stealth dogfight where traditional, historical armies and tactics (as well as fortifications) would be obsolete.
 

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