NimrodvanHall
First Post
S'mon said:Indeed.
Personally I use a demographic where only 50% are War-1s, 25% War-2, 12.5% War-3 etc.
The DMG's "war" section assumes armies include masses of War-1 expendables. That gives D&D warfare a very WW1/WW2 or Napoloeonic Wars feel. If you're modelling something like War of the Roses, armies will be far smaller and far better equipped - the baseline troops will be highly equipped Fighters with large proportions of higher level knights.
This will work well in a low magic world or one in witch the spell casters do not interfere with war. Otherwise this will lead to packed troops, who will die super fast to spellcasters. I think this aproch leads to the same problem as sending cavelry against tanks ( like the polish did against the Germans in WWII) your average verry well equiped army of fighters stands no cnace against some summoned Fiends or celestials, flying mages or druids.
Numion said:War is mass sacrifice.
The reason why you need big armies is that they can occupy land. High-level 'special forces' can zoom from hotspot to hotspot, but they cant hold a large tract of land by themselves.
I think you have THE valid pint here. In my imagination a D&D war will be something like the invasion of Iraque by the USA and alies.
First High levels with acces to teleport will strike out in "Teleport raids" trying to disable oposing spellcasters, see this as cruise-missiles(SP?) destroying enemy airbases and missile lauch platforns, other (adventuring) teams slip past borders to wreak all kind of mayhem, (seals, commandos) stealth teams assasinate wizards/clerics who deem themselves protected against teleporting foes. And when the really dangarous opposition hes been destroyed, the infantry (lvl 1 warriors) occupy the country and beat the commoners into submission.