D&D Wargaming-- Good vs Evil [Waiting List Recruitment]

Oh! I see now... you want even more fractional precision in the case where your units aren't using all their gold.

Sure, if you're willing to do the math, I don't have a problem with it. Your logic seems reasonable to me. You're just making a curve instead of discrete jumps.
 

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1.) How do we go about attacking?
2.) Is there going to be a map?
3.) Do we get a fortress to start with, or do we have to buy one?
4.) Are we allowed to make alliances?

Sorry for all the questions. (Don't feel bad about taking your time answering them either.)
 

1) It's going to be played a bit like a regular D&D game, and I assume also like most PBP games here. You control the battlelord... that's you. You give orders, your orders are carried out. You say March, they march. You say Halt, they halt. You find the enemy, and you say kill... then the fight happens. Preferably, when you say kill, you also detail some tactics as well.

Finding the enemy might be tricky, of course... and ambushes are deadly. Scouting will be important. Divination magic might be helpful.

2) There will be a map. I'm still open to suggestions for features you want on it. The terrain in the two countries will NOT be the same, and the terrain between the two countries will be rough going... I'm thinking there'll be an ocean off to one side, a river off to another, and between them will be a desert and a mountain range.

In this I'm borrowing a little from C.S. Lewis's "A Horse and His Boy"... Calormen wanted to invade Archenland and Narnia, but there was a desert in the way. Lack of water makes having an army cross it difficult... there's an oasis in the middle, but that can't support large numbers of men and horses. So the best way was to go off at an angle to reach a river, which would supply the water needed to get across.

The mountain range I would throw in because it adds yet another alternative to the desert crossing problem, and of course history has all kinds of cool war stories involving crossing armies over mountains.

So I've got the MIDDLE terrain pretty sorted out in my head. I just need some cool ideas for terrain in the actual countries themselves... cities on hills are cool, as are cities set on river islands. Interesting plataues? Canyons? Forests? Swamps? Moors? What say you?

3) "Large Towns" and larger have castles and fortresses associated with them, according to the DMG. I'll let you pick from those for a home castle. No need to buy one. Of course, you may not need much use of your castle either, depending on how much on the offensive you go. In "How to Defend a Mountain Fortress" 90% of the suggestions included the phrase "Don't play defensive. Get out of your castle and be proactive about this! Sitting still will get you dead!"

4) All good players are automatically aligned, as are all evil players. This is why good players get their own thread seperate from evil players... because you'll be communicating with your teammates, but not with the enemy.

If you so desire, you can coordinate attacks and things. If you do not so desire, and want more glory for yourself, you could go off and do your own thing. This is D&D, but at the same time, slightly different. It keeps the "do what you want" style of play, but has optional instead of mandated cooperation. Of course... cooperation on your team will likely help considerably...

On the other hand, there are to be no alliances with the enemy. You both want each other dead.
 

Thanks alot, this is gonna be fun...

EDIT: I see a problem with not having a visual aid. I would like to create a fortress from scratch, but I don't know how to show anybody, short of mailing pictures. Any ideas? (maybe scan drawings and post them as attachments?)
 
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Fieari said:
On the subject of 3.5-- I haven't actually looked at the SRD yet, having spent most of today working out math for army balance. Can you summarize the differences between 3.0 and 3.5? What's the benefit of one over the other? I'm willing to be convinced to change, but on the other hand, I don't want to have to spend too much time learning a new system if the benefits aren't big enough.

3.5 changes some spells, improves the Druid:D and has Rangers that make slightly more sense. DR is very different but most of the bases are pretty similar (personally I say stick with 3.0 - since ALL of us know it)

BTW here is the Marshall Class from the Minatures Handbook (WOTC site). Its pretty cool and perfect for this scenario, the Auras just add bonuses to various manouveres made by the armies (eg +1 to Attack roles or DR 1/-), the biggy is the Marshalls ability to grant an extra move action to allies. Anyway If you do consider it then one of my Bards will be a Marshall

oh and how are you going to calculate Morale - you know most armies are lost in the rout?...
 

Just a side note: this is a really excellent online 3.5 SRD. It's much easier to navigate than the .docs at WotC, and I'd say it's much easier to use than the books for PbP, when you're gonna be online anyway. Here is a mirror for the same SRD, by Sovelior. The second address has pictures (taken from the Art Galleries on the WotC site).
 
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Ah, that is easier to read.

My only concern now is the statement that "Druids were made more powerful." I'd never seen druids as being anything like weak in 3.0... the concept of them being more powerful frightens me considerably... if we went 3.5, I'd still be keeping 3.0 Druids.

However, we do all know 3.0, and since I'm only reading through 3.5 now, I'm not familiar with it enough to feel comfortable using it. Maybe if I were running a more conventional game... but the amount of math and bookkeeping and checking I'm going to have to do makes me think that if I tried using 3.5, I'd go insane from massive detail influx overload.

I've looked at the Marshal, and it doesn't look like as much of a headache as I'd earlier thought. The only difficulty I see is that the specifics of those auras aren't available there, and being a college student, I (by definition) have very little money to spend on buying books. So you're going to have to provide me with those kinds of details.

Also, as a side note, the preliminary army maths in the rogue threads look good to me.
 

Are you sure about that 3.0 thing? I don't actually own the 3.5 core books either, but my PbPs (use a non-d20 homebrew system for my RL game) are all 3.5, and I've found no difficulty in using the 3.5 SRD as a reference. The changes are small enough, and unless you have the 3.0 rules totally memorized, you and your players will probably have to refer to an SRD anyway, and the online one is much easier than flipping through a stack of books. The 3.0 SRD is no longer online, and some of your players may not have the older versions of the books, or may not even be familiar with the old system.

As to the druid, you ought to take a look at it first. They got spontaneous casting of summon nature's ally and a couple other tweaks, but haven't been significantly "improved."
 

Okay,I'll toss it up to a general vote. Next, oh, say three posters who are playing weigh in with 3.0 or 3.5. WizWrm already has a vote for 3.5, Toungez already has a vote for 3.0.
 

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