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<blockquote data-quote="Cleon" data-source="post: 5447882" data-attributes="member: 57383"><p>Any more attempts to cut it down and I'll start listing the regiments. <img src="http://www.enworld.org/forum/images/smilies/rant.png" class="smilie" loading="lazy" alt=":rant:" title="Rant :rant:" data-shortname=":rant:" /></p><p></p><p>Well it's no more complicated than, say, the Gnoll's organization and I think the numbers for a believable command staff need to be that big. </p><p></p><p>Wouldn't a Marshall or General spend a lot of their time with their command staff? Why would a typical encounter not allow for it. Besides, the larger sizes in an organization are not necessarily ones that are encountered that often - how many more Gnoll hunting parties are encountered than Gnoll tribes?</p><p></p><p>I'm going to insist on the Marshall and General keeping his command staff, though. I suppose we could switch the General's fighters to fiend knight captains:</p><p></p><p><strong>General:</strong> Solitary, entourage (1 plus 1-3 fiend knight colonels and 2-8 fiend knight captains on undead steeds; and 1-4 8th level spellcasters on warhorses) or command staff (1 plus 1-4 fiend knight colonels and 5-30 4th to 7th level fiend knight captains on undead steeds; and 2-5 8th level spellcasters on warhorses)</p><p></p><p>As for the Marshall, I thought about giving him 10-30 colonels or something, but that just seemed wrong. The Marshall should have a bunch of low-level knights around to perform courier and batman duties while the higher levels strategize. Similarly, a marshall ought to have a larger command staff than a General since he's got more levels of underlings and a wider range of resources to supervize. I think I like it as it is, at most I'd switch a few colonels to captains and tweak their levels:</p><p></p><p><strong>Marshall:</strong> Solitary, entourage (1 plus 1-3 fiend knight generals and 1-4 12th level spellcasters on nightmares; and 2-8 fiend knight colonels on undead steeds) or command staff (1 plus 1-4 fiend knight generals and 2-5 12th level spellcasters on nightmares; plus 5-15 8th to 11th level fiend knight colonels and 5-25 fiend knight captains on undead steeds)</p><p></p><p>We could just cut out the mention of mounts in the organization and include that in the description of each rank, e.g. "fiend knight captains are normally mounted on heavy warhorses, those accompanying a high-level leader often ride undead steeds.", that would save a lot of space in the Organization:</p><p></p><p><strong>Captain:</strong> Solitary, patrol (1-4 plus 5-20 2nd to 4th level fighters), lance (2-12 plus 10-40 2nd-4th level fighters) or host (as lance plus plus 50-100 1st to 3rd level humanoid infantry)</p><p> </p><p> <strong>Colonel:</strong> Solitary, entourage (1 plus 1-4 fiend knight captains, and 1-3 4th level spellcasters) or command staff (1 plus 2-8 fiend knight captains, 2-5 4th level spellcasters, and 5-20 2nd to 4th level fighters)</p><p></p><p><strong>General:</strong> Solitary, entourage (1 plus 1-3 fiend knight colonels, 2-8 fiend knight captains, and 1-4 8th level spellcasters) or command staff (1 plus 1-4 fiend knight colonels, 5-30 4th to 7th level fiend knight captains, and 2-5 8th level spellcasters)</p><p></p><p><strong>Marshall:</strong> Solitary, entourage (1 plus 1-3 fiend knight generals, 1-4 12th level spellcasters, and 2-8 fiend knight colonels) or command staff (1 plus 1-4 fiend knight generals, 2-5 12th level spellcasters, 5-15 8th to 11th level fiend knight colonels, and 5-25 fiend knight captains)</p></blockquote><p></p>
[QUOTE="Cleon, post: 5447882, member: 57383"] Any more attempts to cut it down and I'll start listing the regiments. :rant: Well it's no more complicated than, say, the Gnoll's organization and I think the numbers for a believable command staff need to be that big. Wouldn't a Marshall or General spend a lot of their time with their command staff? Why would a typical encounter not allow for it. Besides, the larger sizes in an organization are not necessarily ones that are encountered that often - how many more Gnoll hunting parties are encountered than Gnoll tribes? I'm going to insist on the Marshall and General keeping his command staff, though. I suppose we could switch the General's fighters to fiend knight captains: [B]General:[/B] Solitary, entourage (1 plus 1-3 fiend knight colonels and 2-8 fiend knight captains on undead steeds; and 1-4 8th level spellcasters on warhorses) or command staff (1 plus 1-4 fiend knight colonels and 5-30 4th to 7th level fiend knight captains on undead steeds; and 2-5 8th level spellcasters on warhorses) As for the Marshall, I thought about giving him 10-30 colonels or something, but that just seemed wrong. The Marshall should have a bunch of low-level knights around to perform courier and batman duties while the higher levels strategize. Similarly, a marshall ought to have a larger command staff than a General since he's got more levels of underlings and a wider range of resources to supervize. I think I like it as it is, at most I'd switch a few colonels to captains and tweak their levels: [B]Marshall:[/B] Solitary, entourage (1 plus 1-3 fiend knight generals and 1-4 12th level spellcasters on nightmares; and 2-8 fiend knight colonels on undead steeds) or command staff (1 plus 1-4 fiend knight generals and 2-5 12th level spellcasters on nightmares; plus 5-15 8th to 11th level fiend knight colonels and 5-25 fiend knight captains on undead steeds) We could just cut out the mention of mounts in the organization and include that in the description of each rank, e.g. "fiend knight captains are normally mounted on heavy warhorses, those accompanying a high-level leader often ride undead steeds.", that would save a lot of space in the Organization: [B]Captain:[/B] Solitary, patrol (1-4 plus 5-20 2nd to 4th level fighters), lance (2-12 plus 10-40 2nd-4th level fighters) or host (as lance plus plus 50-100 1st to 3rd level humanoid infantry) [B]Colonel:[/B] Solitary, entourage (1 plus 1-4 fiend knight captains, and 1-3 4th level spellcasters) or command staff (1 plus 2-8 fiend knight captains, 2-5 4th level spellcasters, and 5-20 2nd to 4th level fighters) [B]General:[/B] Solitary, entourage (1 plus 1-3 fiend knight colonels, 2-8 fiend knight captains, and 1-4 8th level spellcasters) or command staff (1 plus 1-4 fiend knight colonels, 5-30 4th to 7th level fiend knight captains, and 2-5 8th level spellcasters) [B]Marshall:[/B] Solitary, entourage (1 plus 1-3 fiend knight generals, 1-4 12th level spellcasters, and 2-8 fiend knight colonels) or command staff (1 plus 1-4 fiend knight generals, 2-5 12th level spellcasters, 5-15 8th to 11th level fiend knight colonels, and 5-25 fiend knight captains) [/QUOTE]
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