Charge!

Psion

Adventurer
Charge!

Charge! is a military rules supplement for the d20 System by Living Imagination, publishers of the Twin Crowns setting and generic fantasy rules supplements like Spellbound and Agents of Faith. The book is written by Harald Henning, Inger Henning, Steve Novella, and Joseph Unfried.

A First Look

Charge! is a 128 page perfect-bound softcover book priced at $19.95. At one time this would have been competitive but not unusual. In 2004, it's becoming harder to find d20 System books of this format at this price.

The cover illustration is a beautifully detailed painting by Jhoneil Centono depicting some warriors flanking a spellcasting woman of some sort, preparing for battle in rugged hilly terrain.

The interior is black-and-white. Marcio Fiorito, who has illustrated earlier Living Imagination books, makes a return as the sole artist, providing many interesting character portraits in his distinct style.

A Deeper Look

"Ug! Another mass combat system book!" Okay, that was my first thought too. Okay, we have to review this one right. Flip it open.

The first thing the book says is that this is not a mass combat system, but a sourcebook for war in a campaign. Hmm, alright then, so perhaps we should be comparing this more to the likes of AEG's War than Eden's Fields of Blood or Malhavoc's Cry Havoc!. Fortunate, as the field of the latter books is a little crowded.

The book is divided into 10 chapters plus a bibliography and an index.

The first chapter, the source of whose name King and Country is not readily apparent, introduces new core classes. The three featured core classes are soldier, mariner, and monarch.

What the soldier and mariner classes represent should be self-evident. Their structure is fairly similar: 2 good saves, 1 specific bonus feat at first level and 1 bonus feat from a list at 2nd level and every 3 levels thereafter. Overall, they seem weaker than fighters and stronger than warriors, though they are pretty close to PC class material. The mariner receives 8 skill points per level which seems to me a bit excessive for an NPC class... but the book never states that they are NPC classes. A later chapter does seem to indicate, however, that soldiers would be a step between warrior and fighter.

The third class, monarch, is a rather specific class exclusive to heads of state and their immediate successors. The class receives a special ability at each level related to divine right or ruling.

Justification for new core classes is a constant point of concern to me. The mariner and soldier I have mixed feelings about. There is already a default rank-and-file soldier in the D&D game, the warrior. The soldier and mariner, however, don't seem out of line for an "alternate warrior" class like the samurai. If you wish to assume that there is less of a dichotomy between PCs and NPCs than is assumed in the typical d20 System fantasy game, then these classes can be an appropriate substitute, but one should be conscious that this represents a shift in the basic assumptions of the campaign.

The monarch, on the other hand, seems entirely too narrow a class concept to be a core class.

The second chapter, We Happy Few covers prestige classes appropriate to a military campaign. Most of these are drawn from historical forces of some sort like Gurkhas or Centurions, or are unique veterans. One prestige class I found interesting was the bounder, a cowardly last-survivor and tale spinner. Most abilities fit this unusual model, though one had me raising eyebrows (a +20 to a skill seemed like a bit much; + class level would have been more appropriate.)

The class requirements for many of the prestige classes restrict entry to 5th level or higher in most cases. This tends to play in with the impression I got earlier that this book seems to assume a higher than standard level for rank and file, though to be fair, some of these forces historically were elite forces.

Some of the classes use nonstandard saving throw advancements. I don't have a huge problem with this if it is limited to a singular intermediate save and is used consistently. However, the save progressions used in the prestige classes not only vary from class to class, but in some cases in the same class, which can make for some confusion and inelegancy.

The third chapter, military feats, presents new feats primarily suitable for, you guessed it, military characters. Some of these originally appeared in LI's Pirates!. There are a few decent feats here that are worth snagging, like Been There, Done That, which has an odd name, but an interesting effect: if you make a save versus a spell, one per day you makes saves versus that particular spell for the rest of the encounter.

Others, I am a bit dubious about. Battly cry is a bit of a gambit; by sacrificing initiative and AC points, you gain the same number of points in morale bonus to attack rolls. The cap to this is 20, which sounds like it could easily be abused.

Though most of the classes are representations of historical forces, dragoon is not. In this book, its a spellcasting calvaryman, and an unappealing are hard to qualify one at that. The class has mostly abilities to boost mounted spellcasting, but receives no continued spellcasting progression, making it very weak.

The "army leader" feat chain is another interesting feat that may be too potent. Most of the feats in this chain allow a leader with the feat to allow those under his command to reroll rolls for multiple rounds. This is an interesting way to depict leadership, but likewise seems very potent; if applies to a party of high level characters, for example, characters with multiple attacks and large threat ranges could really mop up in combat.

The fourth chapter is entitled Magic in Warfare. Though brief, it is probably my favorite in the book. The chapter discusses that age old conundrum about fortresses in fantasy settings. To wit, most fortresses in fantasy settings are based on medieval fortresses, but would lack effective defenses against certain magic attacks. The book suggests fighting fire with fire, i.e., provides magical defenses.

Though some of these are standard spells (and interesting ones, like teleport queue, which could be a rude surprise to a teleporting party), others are rituals as introduced in LI's Spellbound book of Twin Crowns campaign setting. The rituals make excellent defenses against common magical attacks. Though the book does not give you enough rules to run the rituals without the aforementioned book, their role in fortress defense if compelling. They would be a lot more sensible than enchanting a castle, but lacks the overly generous approach of letting simple spells counter potent magic.

Chapter 5, Culture and Economy in warfare lays out likely effects of alignment on military forces, as well as relationship with subsistence level with composition of forces. The chapter builds to a peak wherein it derives a fairly simple system for describing the composition of forces of a nation according to its subsistence type/culture and overall welfare. More sophisticated and well of nations have more sophisticated troops.

The rest of the chapter sort of goes downhill. It sensible drives home why agriculture is important in raising large standing armies, but invites the DM into accounting to determine army composition that seems beyond what most DMs would have the patience for.

Chapter 6, Presentation of War and Tactics, provides exposition on a variety of war-related topics such as inter-service rivalries and atrocities. Like many topics in AEG's War, some of these topics are of mild interest to GMs and have campaign potential, but are often things most gaming enthusiats have some familiarity with in the first place.

However, the chapter waxes practical, and provides rules for handling a variety of tactics in game, such as the use of elephants, archery, firebombs, and so forth.

Chapter 7 is entitled Players on the Battlefield. (I can only assume the author meant Player Characters on the Battlefield.) This chapter is essentially a collection of tasks for PCs involved on one side in a war to pursue as the basis for military campaigning. Each goal has suggestions for associated activities and challenges, including combat encounters and roleplaying challenges. This is a nice resource for a GM running a military game.

Chapter 8 is a brief creatures chapter. Most of the creatures are undead either deliberately raised to play a role in combat, or spontaneously as a result of the carnage of combat. The statistics blocks for most of these seem suspect. Some creatures have hp averages that seem off, skill totals that exceed the maximum their stats will allow without any mentioned racial bonuses, and in one case, the formatting of the special abilities is a little hard to follow, not highlighting special abilities as normal.

Chapter 9 is Exotic Weapons & Defining Moments.an odd mix. As is immediately obvious, the chapter provides a few exotic weapons, though I question the judgement of new stats in some cases (I have a hard time believing the gladius is not a short sword.)

The defining moment moniker refers to an interesting set of rules, one I have conteplated but have never seen anyone attempt. Have you ever wondered if characters that were fighters were always fighters. Or for that matter, most PCs? You see few characters that have a level of commoner or some other NPC class to represent their early experiences and training. A brief set of rules herein provides a means to start characters out as NPC classes, but then allows them to spend XP to convert those levels to levels in PC classes. This can happen over time, or when, as the chapter name implies, a defining moment comes about that shapes the character's life.

The last chapter, Encouraging Roleplaying, is primarily advice on the use of social skills in the game. To be exact, diplomacy and intimidate. The methods espoused here are similar to the ones I use myself (to wit, that the GM should interpret the situation and modify the roll accordingly), and I would highly recommend that any GM who feels social skills sap the life out of roleplaying. This is good advice. That said, it is advice that has appeared in forum posts many times.

Conclusions

Charge! has a few warts in it, including a few mistakes that designers should be over this late in the game. Further, to make the best use of it, you have to shift your assumptions about the character level of rank and file troops a little. That said, there are some good tidbits in it here and there. The prestinge classes, with some brushing up, could be good analogs to historical forces. The magic chapter and defining moment "NPC class evolution" rules are also nice tidbits that might be worth grabbing the book for.

Overall Grade: C

-Alan D. Kohler
 

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All about the use of war as plot and setting for fantasy RPGs. Look at societies at war in terms of economy, command structure, alignment and material, and learn how these factors translate into armies and action on the battlefield. See where various facets of wartime fiction originate in actual war, and how PCs can interact with them. Make artillery, fortresses, or any other facet of fantasy-fiction warfare an important piece of any tactical puzzle through LI's ritual system. This book is applicable to both historical-style armies of humans as well as high-fantasy armies of monsters or undead.
 

Damn. Charge! isn't a great book but it comes annoyingly close. Charge! is a good book. It's one of those times I find myself spending more time wishing Charge! had gone that extra mile and been perfect for me and less time reflecting on how well it does almost everything else.

In my mind Charge gets off to a great start. The book outlines what it hopes to achieve. Charge! is about war and aims firstly to make war an important part of fantasy worlds again (it's central in Middle Earth, after all) and secondly to ensure Player Characters feel they've a real role to play in the war.

This is classic. There are d20 skirmish rules out there and Charge! isn't one of them. That said there are some "mass mechanics" in the book - such as rules for working dealing with lots of archers (flaming missiles including) shooting at one area. I don't have time for skirmish rules but I have a lot of time for dark forces threatening the lands of men. Unfortunately what Charge! doesn't have are abstracted rules for battles. I really want to see some quick-and-dirty rules for gauging the strength of an army (perhaps the product of Challenge Rating and numbers) with "special" points set aside for especially powerful mages, monsters, magic weapons and perhaps the actions of players. Throw in some tactics and strategy modifiers (again modifiers applied here based on clever PC suggestions) via the generals and field marshals. My gosh, I just did the basics of something solid then and there without 0.312 seconds of thought! Sure; I'm basing this off memories of a GURPS game but one day a d20 publisher will come up with something just as good.

As you may have gathered, Charge! does not have any abstracted battle rules but it does have almost everything else and it does try hard to find things for players to do. There are battle missions and events (even terrain) which the GM can roll up and throw at the players. Characters tend to be treated as support or special units rather than rank and file.

Most of the successes in Charge! are in the various macro views of warfare. We tend to think of medieval warfare when we think of fantasy armies. Yet, in d20 a conveniently bundled group of low level warriors (your troops) are ridiculously easy to put to sleep or vaporise. Medieval armies and the fantasy setting don't make sense together. Castles should be brooding atmospheric plot and strategic issues but they're not; magical doors, teleportation and huge damage will make mince meat of the thickest stone walls.

Right in the heart of the book you'll find a host of new magic spells. Actually there are only three new spells. Mass Magic Weapon, Teleport Locator and Teleport Queue are spells I hadn't thought of but which make perfect sense. Teleport must make people feel very insecure. Teleport Locator lets you know when someone teleports into an area. Teleport Queue forces mass in-coming teleports to slow down. The majority of the new magic in Charge! are magic rituals. It was only on the second read through of the book that it occurred to me you'd probably need Living Imagination's Spellbound book to get the most of the rituals and understand the references to korba. If you're confident in your abilities to take a good idea and turn it into a spell or 'plot-magic' then Charge! has excellent magic even if you don't have spellbound. Let's teleport proof our walls. Suddenly a castle is worthwhile. It can actually prove to be a formidable obstacle. Let's magically enchant guard posts so guards stationed there can see the invisible. It makes sense. I think it's with the magic that Charge! has many of its successes; it makes war and strategy important in fantasy RPGs again.

In many ways Charge! is a stalwart d20 supplement. The old traditions are strongly represented here. What are the old d20 traditions? Prestige classes and feats, of course! Charge! also has new core classes and... I think this is a mistake. We've the soldier, mariner and monarch. We don't need the soldier. The highly abstracted fighter should cover that (though I fear the plethora of highly specific prestige classes has all but obscured d20's abstract origins) and the monarch, well, maybe but I'm sure that's a status thing if it's not a prestige class. You could have a wizard king or warrior (fighter) king. The mariner is the exception as none of the traditional d20 core classes even know what water is; certainly not the druid. We're on to safer grounds with the prestige classes. Here we find a pillaging of European history - but the good sort of pillaging, one that roleplayers and Vikings would both be proud of. The loot includes; the Bounder, the Centurion, Chaplain, Conquistador, the Coassack, the Cuirassier, the Dragoon, the Gurkha, the Housecarl, the Keshik, the Lancer, the Landesknecht and the Trench Fighter. Some of these prestige classes relate to current British affairs; we still have the likes of the Queen's Own Lancers and the Gurkhas (who should receive equal pensions) and I suspect lots of armies have Chaplains too. I suppose it would have been politically unwise to include something like the "Mujahadine" though I think that would represent a classic prestige class.

Charge! talks about war issues and tactics. There are war crimes - and notes on why they happen. There's a lot of hate and anger in a war. There are problems with exotic mounts in fantasy worlds - they might try and eat each other, for example and will certainly eat a lot of meat rather than happily graze grass like the humble but effective horse. Then there are exotic mounts like elephants, those expensive, are the best of both worlds - dangerous yet relatively easy to handle. This is the sort of topic that Charge! does well on.

Another of the "academic yet practical" chapters in the book covers the loose collection of "Culture and Economy". Its here we study issues like promotion and the related chain of command. We look at how alignments might factor into war issues; evil alignments might attack and loot villages whereas good alignments might trade with villagers. Feeding an army is always an issue.

There are new monsters in Charge! At this stage we're looking at bonus material because monsters are not needed, they're an added extra but aren't going to save a struggling supplement. It's clear that Charge! has offered up its pearly bits and isn't going to give me the abstracted battle-with-PC-influence rules. That said the monsters are as effective and as enticing as any you'll find outside of the full colour and glossy bestiaries. Charge! is not a struggling product. As the book points out; one of the unique challenges of a fantasy battle is the local fauna and flora. Only in a fantasy battle might the local wildlife turn out to be twice as powerful as the combined armies.

There's new weapons too.

There's something for everyone in Charge! There's an "optional" chapter on how to encourage good roleplaying. There's even an example of rolling diplomacy and roleplaying diplomacy. Gosh. For me, this chapter is one of the highlights. I think it can be very tricky to focus on the characters and yet concentrate on the backdrop of huge armies and massive movements of troops. It's easy for a war roleplaying game to turn in to either a war game or a roleplaying game with boring and game consuming dice rolling. Roleplaying helps avoid that! I've no problems with war gaming, I've done a bit of it too, but don't always find it complementary with roleplaying.

I think Charge! is mainly successful with one of its goals. It makes war important again. Buy Charge! and you'll be able to throw your campaign world into a whole new spin. I don't think it's so successful at getting the player characters involved; especially not at low levels. This shouldn't be seen as one out of two, though. It's more like one critical success and one partial success which combine to make one good success. It's a book that I'm going to keep on the likely to reference often shelf (if not in the pile of supplements on my desk). Charge! is unique. There's nothing quite like it (certainly not in my shelf of core supplements) and although it's not a must for D&D players it is one which every DM tempted to run a war campaign should look at.

* This Charge! review was first published at GameWyrd.
 

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