Castles of Crystal, Wars of Genocide!

Greetings!

Barsoomcore:

How are you? Indeed, your world sounds interesting! The deities in your world sound wicked! A grim fatalistic world heh? Yeah, that's right, I'd love to play in your game as well! Too bad you live so far away!

I'm glad that you find my campaign so facinating. Heroism indeed! People must rise to the challenge of being righteous, and fighting ruthlessly against the forces of Darkness, lest they become enslaved to the Darkness! Some spot-on observations on your part Barsoomcore!:)

Semper Fidelis,

SHARK
 

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SHARK said:
Too bad you live so far away!
California, Vancouver -- it's not an impossible dream. If I ever head south, my friend, I'll track you down. I always relish the chance to struggle against the forces of Darkness.
 

Originally posted by SHARK
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.

Hrm. Well where are the banners that override those banners? The spells that overide those spells. Using your arguement that eventually everything is countered and balanced would not magic eventually counter the countermagic allowing magic free reign over the battlefield, even if only for a short enough time to utterly destroy the majority of the army before this new magic is countered?

Also.. where are the magic banners the prohibit any physical damage from occuring in their range? ie. only magic damage (elemental/force) is not banned in their miles wide radius? Wouldn't those banners be in just as high demand because they almost totally negate the effectiveness of hand-to-hand soldiers

Just seems to me that you're using a base assumption to support what you want to happen as opposed to using a base assumption to disprove what you want to happen. Which is fine, but is not consistant because your base assumption does both.

If, as you postulate, magic will eventually counter magic, would not magic eventually counter counter-magic? Would not those situations arise often enough (given the uber-flexability of magic) so that massive armies of 800k people would die often enough to make making the armies of 800k not cost-effective?


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.

So far the only thing i've seen is that you have changed the parameters of the defensive spells to allow you to do what you want to do, which is negate the effectiveness of magic so you can have big armies fighting. Where are the stealth spells that allow wizards to compeletely and utterly ignore this Eye of Dominion? Using your logic, magic would counter magic eventually, no?

How much does it cost to make and use these items you speak of? How much would it cost to make a magical way of overcoming them? Which one is more effective?

The only reason defenses keep getting better is that offenses keep getting better. Defenses will never prevent offense, it can only deter offense to move to another form of attack. Eventually your magic defenses will fail and huge armies are gonna bite it to magic. Magic offense is more flexible, more like water, and it will find ways past every defense faster than the defense can apply itself effectivly. This is why they say you never win a war by fighting defensivly. (Not always true, i know, but mostly so)


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,

Why's is this the case? Why do they pierce all magical protections? Wouldn't someone develop protections they they couldn't pierce? Wouldn't there be a "mass charm the interdemensional demonic vampire ravens" to attack the army their supposed to be defending? And once that spell was developed, how quickly do you think it would spread? Thereby rendering any army that uses such defenses more vulnerable?

Wouldn't there be illusion spells that act a foci for wizards. Illusions of the wizards that can cast spells at a distance so that when the ravens are attacking the "wizard" all they're doing is attacking an illusion that cannot be hurt?

I guess the main point im trying to make is this: You have only taken magic to the point where wizards are limited to acting as support units and then you stopped. And you did this because you think magic eventually developes counter-magic. But its a cycle. Magic will eventually counter your counter-magic and when it does entire massive 800k armies will fall quickly before more magic can be developed to counter this new magic. This fact, well i think its a fact :), will counter your assumption of large armies because they will die often enough to not be very cost-effective.

joe b.
 
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Howdy, SHARK! Good to have you back. Unfortunately, by the time I got around to this thread, it's already gotten bigger than I can digest, so I'll fundamentally just address your initial post rather than the thread as a whole.

I think that you underestimate the extent to which taste falls into play here, perhaps somewhat misattributing trepidation about the mechanics with trepidation about how much the "epic" level play is enjoyable. Personally, I like low-magic, gritty, lower-level, pseudo-historical-feeling games. I find my sweet spot as both player and GM is around levels 3-8 or so. Below that is almost too fragile and too limited, above that is too high in relation to the lower levels to make sense to me.

But both of us have recognized a substantial dichotomy between what the rules naturally lead to and what the "standard" campaign setting looks like. But we have very different approaches. While you rework all the setting assumptions to be based on the rules, I rework the rules to fit the setting assumptions I want. It's a matter of which comes first, setting or system? Correct me if I'm wrong, but it seems you have designed a setting that fits the system like a glove and works much better than printed settings with the assumptions that the rules tacitly imply.

The settings I work on (and will hopefully be running again soon!) do the opposite -- I assume the low level characters (relatively speaking) are the norm. I change classes away from what the PHB has printed to something much more similar to what d20 Wheel of Time, or d20 Modern has done. I artificially and arbitrarily level when it feels right, ignoring XP. I create all new magic systems that work with my setting assumptions, rather than creating settings that work with the magic systems assumptions. I bend the rules on the fly, allowing, say, experts with very high ranks in a Profession (x) or Craft (x) etc. skill without having the hit dice to compensate for them (although only on occasion -- those are typically only the true master craftsmen/experts.)

Both of us are unwilling to simply hand-wave away the fact that the systems and the setting assumptions don't really match up, we go to rather extensive steps to force them to match. However, we have emplyed completely opposite strategies to do so, most likely as an element of taste. Most folks, I believe, don't do so, and therefore find the rules for high level play to not quite fit, to not make sense, to be difficult to wrap their heads around. Whereas you've embraced those rules, and tailored your setting to work with those rules, I've changed the rules and kept the setting on somewhat more familiar territory (if not actually much grittier and darker territory -- I think my campaign settings have more in common with WHFRP or a fantasy version of Call of Cthulhu than D&D in some ways, even though I use a completely d20 ruleset.)

But I think we both recognize that doing one or the other really is the only way to go to demand a certain level of "realism" from our campaigns.
 
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Dragonblade said:
In my first battle my mage was taking on a horde of beastmen, each one with with well over 50 HP and probably closer to 100! Each one! And we fought hundreds of them!

At the same time 15th level fighter Fire Giant archers with +5 Unholy Flaming Burst Mighty (sized for giant strength!) long bows peppered us with magical arrows!!

I cast Haste and had to use my bonus partial action to use a Wish spell to cast Heal on myself EVERY single round just to survive the over 200 hp of damage I sustained EACH round! And I was playing a 40th level character with an AC of around 40 via spells and magic items!

And did I mention that some of the Fire Giants could See Invisible at will?

I assume all these guys could fly right? And that for some reason you kept within the 120+10ft/level range of the see invisibilty spell? Next time, just use some dust of dissapearance.. :)

joe b.
 

Originally posted by WizarDru
I think what Shark is saying is that in his world, mages ARE powerful...so powerful that enemy mages have spent decades formulating counter-measures against them. In essence, many of the complaints about high-level play (such as scrying problems, divination magic, super powerful spells short-changing play) are addressed in Shark's game by a variety of factors, not the least of which is high-powered items and counter-spell magic. I'm not sure I'd do things exactly Shark's way, but that's his game, not mine.

All i'm trying to say is that, although magical defenses may have had decades of formulation, they're never going to be able to negate all the new offenses that are be concurrantly developed. And if you have uber-powerful mages that can use even only 10% of their powers, you're still going to have uber-powerful mages that destroy armies in the same manner that i've described. Because there is no defense, to the new offense.


I would agree that for large-scale military combat, by-the-book D&D offensive spells work better than defensive for large groups. No question to my mind. I would contend that the same is NOT true for small scale groups, which is what D&D is designed around. It's not hard to believe that in world where such large powerful magic conflagrations take place, specific mages and clerics would have researched new spells to apply to such situations (such as an enhanced, non-personal invisbility purge, for example).

Yes i agree, eventually there will be a defense. However, i think that a new offense, and new offenses in general, will develop faster defacto making the old defenses useless. For every group of defensively minded spellcasters you'd have at least one group of offensivly minded spellcasters.


edit: I'll just add here to prevent another post. :) Just thought of this, wondered what the rest of you would think of it. Defenses have always progressed to counter what is the most current style of offense. Given the massive amounts of time in recorded history of many fantasy worlds i think there would be a very very large cannon about what defensive magic counters which offensive magic. However, i also think that in order to prepare for the hundreds of different ways one can be attacked by magic, you'd have to have so much more resources spent on defense because you're not certain what kind of attack you'll be facing. And what would you do if your faced by an attack that you're not ready to defend? What if your enemy decides to attack in a manner that is considered "ancient" in your world and which, unluckily for you, you didn't chose to defend against because no one uses magic like that anymore? Hrm.. justa thought.

joe b.
 
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Greetings!

Barsoomcore: Hey, man, that would be great you know?:) My friend Dragonblade suggested that we hold some kind of West Coast SHARKCON, and I believe that Snoweel has said he would even fly in from Australia to attend, too. Let's see, who wants to come to a West Coast SHARKCON in 2003?

We could make it for say, a four day weekend in July or August? How would that sound? We could pony up and nail down several suites at a major hotel, get some group discounts, then bring in some good ale, fine cigars, and have a weekend or more of cool gaming! This gaming event would be hosted by me, and feature a series of different game scenarios set for different levels of characters all within my campaign, and offering that special SHARK flavour!

Do you think we could do it for $600.00 a piece for four or five days? I mean, I realise it could be kind of steep, but at the same time, imagine myself, you, MMADSEN, Dragonblade, Leopold, King Stannis, Quickbeam, Snoweel, Zenon, Mark of Creative Mountain, Joshua Dyal, Teflon Billy, and probably at least a dozen others, plus my wife and gang of friends here, plus the assortment of wives and girldriends that everyone else brings. It could be very cool, huh? What do you think?

Joshua:

Indeed, you do see the same problems with the rules that I do, and we have made different approaches to deal with it. I agree, there is a need to adress those dichotomies if one is to maintain a sense of "realism" and self consistency in the campaign world. Indeed Joshua!

Semper Fidelis,

SHARK
 

SHARK said:
Barsoomcore: Hey, man, that would be great you know?:) My friend Dragonblade suggested that we hold some kind of West Coast SHARKCON, and I believe that Snoweel has said he would even fly in from Australia to attend, too. Let's see, who wants to come to a West Coast SHARKCON in 2003?
Yo. I said, "Yo!"
We could make it for say, a four day weekend in July or August? How would that sound? We could pony up and nail down several suites at a major hotel, get some group discounts, then bring in some good ale, fine cigars, and have a weekend or more of cool gaming! This gaming event would be hosted by me, and feature a series of different game scenarios set for different levels of characters all within my campaign, and offering that special SHARK flavour!
Hey, you don't get ALL the fun! I've got a Kung-Fu Cthulhu adventure I've been dying for some players to sink their teeth into, plus a big Barsimian bash would be just the refresher after a few rounds of the SHARK-O-MATIC, thinks I.

Not saying I don't intend to plunge into SHARKY goodness, but let's throw this thing wide open. There's too many great DMs in this mix to pass on the opportunity for sampling. Mmm, tasty role-playing treats.
It could be very cool, huh? What do you think?
Like I said, friend, "Yo!"

And you know, if I'm coming down from Canada, there shouldn't be any reason I couldn't bring a box or two of genuine Cuban coolness, is there?

Shall we start a West Coast ENCon thread?
 

From what I understand of Valorea it is not a regular D&D world

That sounds odd but what SHARK has done is introduce two big new assumptions into the game

#1 There are a lot of guys 10th level and up, enough to field armies of them in fact. Epic level charcters are not uncommon

#2 There are many counter measures to magic out there that do not exist in regular D&D. In fact the regular system doesn't even imply that these exist. Its a valid handwave but its still a handwave

Neither of these assumptions are supported in anything published (well Epic Level Handbook, maybe)

This makes SHARKS game a lot more Melee and army centric than a game run with core assumptions in mind

I have played in games like this where a 1st level spell (minor personal ward) would stop one spell of any level. The assumptions used in that game and the structure of it were different than in most camapigns.
I didn't care for it personally but YMMV

If we are going to criticize SHARKS world effectively we need to keep in mind that he is playing a somewhat different game than we are

I am not sure what all of SHARKS assumptions are but Just to add grist to the mill here are mine


#1 Clerics are not allowed to fight in secular wars except on a rare occasions. Use a commune spell before wading in because violating this rule means you get no spells until you attone

#2 The average level of a commoner/freeman/expert is 3. Warriors (the bulk of the army) are about 3rd level. PC classes are higher level, the tyoical mage is 5th-7th. Epic level charcters are very rare There are about 30-40 in an area the size of Eurasia.

#2 Magic items don't wear out unless theyare charged items. This is implied in the general indestructability of magic weapons but I assume it applies to all magic items. If I build a cure light wounds at will glove (2000GP) it will be around for a long time. If other people build CLW gloves (say kingdom officials) pretty soon there will be many many CLW gloves

#3 Power Components not XP

#4 Anyone with a 10 Int can cast wizard spells. Anyone with a 10 Wis who takes the vows can cast cleric spells. This means that given training a full 3rd of the population can learn to cast Fireball (Int 12 is 1/3 of amount +1 point at L4 level up) Most people won't live by the vows of a cleric or druid but a lot of people will study wizard magic. Psions, Bards and Sorcerers require the right lineage and those classes are not for everyone

#5 Offense is 2x-3x defense. There are a few more defense spells than exist in the book but they are no way as versitile or powerfull as offensive spells

#6 Anti Aging magic is rare. The lack of challenges suitable for mid level types in everyday life means that there are few characters above 10th level. BY that time a person is in their 70's and near the end of their lifespan

#7 90% of everyone is human

As you can tell my game isn't quite regular D&D either. I will levae you all to imagine what the world is like
 

jgbrowning said:

Hrm. Well where are the banners that override those banners? The spells that overide those spells. Using your arguement that eventually everything is countered and balanced would not magic eventually counter the countermagic allowing magic free reign over the battlefield, even if only for a short enough time to utterly destroy the majority of the army before this new magic is countered?
ECM, ECCM, ECCCM,
It´s the same when you bring a new technology/tactic unchecked on the battlefield.
The tank in WWI the Tank Korps, Stukas in WWII, the swiss mercenaries, soon copied from the german landsknechts, countrerd by the reitres the black bands or riders Pistoliers or pistoldevils.
The longbow was countered with the plate armour.

Also.. where are the magic banners the prohibit any physical damage from occuring in their range? ie. only magic damage (elemental/force) is not banned in their miles wide radius? Wouldn't those banners be in just as high demand because they almost totally negate the effectiveness of hand-to-hand soldiers
-Wouldn`t they prohinbit the soldiers from doing this to their enemies? Or could the banners hold onlöy so much magic effects?
The only reason defenses keep getting better is that offenses keep getting better. Defenses will never prevent offense, it can only deter offense to move to another form of attack. Eventually your magic defenses will fail and huge armies are gonna bite it to magic.
You should look on it as a weapon system like a tank or knight.
The knight is armed with his plate armor his weapons lance and rodes in battle on a (armoured?) destrier, took anything from him he wouldn`t be so effective any more.
Without armour vulnerable to enemy missiles and hand weapons.
without lance no shock capacity with the lance against hard armourde enemies.
No Horse no mobility.
 

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