DM-Rocco
Explorer
Quickleaf said:Training young recruits, apprentices, or even family members makes the war up close and personal for the PCs - the price becomes tangible. When Mohammed went into battle, rather than send anyone else, he sent those from his family to face rivals in a challenge match before the battle began.
A thought about high-level battlefields. In D&D a wizard can totally demolish a traditional army, and a priest can raise a dead hero. You've got to come to terms with these in some way, either embracing them or minimizing their role.
I found my players didn't mind that war was mostly a story in the background. I played a total of 3 actual battles:
(1) A town martials itself against an invasion ostensibly by a group of justicars to capture a notorious criminal, but really because their leader is in league with a demon after an artifact. Great losses occur, peasants become heroes, one PC makes traps out of farm equipment, and the hidden criminal (a PC) is eternally grateful.
(2) The now mid-level PCs marshal forces and issue a challenge to the justicars, defeating them soundly in a swamp with the aid of magic. It is a massacre.
(3) The high-level PCs (14th) track down the demon to its lair and launch a bold siege on its fortress. Their armies overcome the demons with great losses, but the PCs tell them to hold back as they ascend the fortress stairs. They face the demon alone at the tower's peak, suffering great losses, but they ultimately defeat the demon.
As the party consists of four players and they are all casters, they will use magic on the troops, but I have a few things that go against them. I am going to use mob rules for how magic effects large groups of people, and they have already experienced some war spells and teleportation devertion spells and divination blocking spells and illusions that mask armies, so magic is on both sides of the coin