(IR) 1st ooc-thread of the 5th IR (open)

Status
Not open for further replies.
Serpenteye said:
The negative modifiers in the quote affect Elite and Epic PLs. Nearly all Elite and Epic PLs rely on magic in one form or another for their effectiveness, whereas regular PLs use of magic is a lot less significant. That's the rationale for the rule.
Neither the bonuses gained from High Magics or Deities or Druidic magic apply to anyone in a Dead Magic Zone. Other penalties may apply as circumstances dictate, and I claim the right to rule that on the spot.
My notation was regarding the idea that certain factions might have a bonus from technology and virtually none from magic. In that concept, a flat negative modifier to offense and defense shouldn't affect the faction as much because they're not gaining as much of their bonuses from magic in the first place.
Serpenteye said:
If Redgar put some PPts into increasing his technological score and invested more in upgrading his IC he would be able to get 10th level magic quite a bit sooner.
True, I was trying to point out in an example that Redgar really needs to do SOMETHING if he's expecting to accomplish a goal of getting 10th or higher level magic. So players don't just try to get it and go about it with their resources at hand at the beginning of the game, that would be tragic. I hope they're neighbors. :]
Serpenteye said:
It's applied in areas where the Alien faction is already dominant. Since Infiltration is gradual this trait will give factions who are psychologically very different from the norm a bonus to defence and attack in their own provinces or provinces that they have managed to inflitrate to a high degree.
It helps them consolidate the hold on their own territory but doesn't give them bonuses to taking over territories from others. When they have taken over a territory to become the most powerful faction in it this trait will apply, but not before then.
I suppose I don't know what the Alien trait IS though? Is that for factions that are just really weird monsters, like a faction of aberrations? Are the Infiltrator and Alien traits the only traits?
Serpenteye said:
Great addendums. It really helps me to have all my thoughts in the same place (especially when my brain explodes ;)).
Kudos to um, Edena or William (my brain is already quite exploded), who collected them all in the first place. I'm just trying to put them in one place in a way that looks more like a gaming document than a bunch of forum notes.
 

log in or register to remove this ad

Thanks for the fast answers, Serpenteye!

Serpenteye said:
There may also be ways to magically increase your population-growth, but spells of such power belong in High magic.
Wizardly high magic?

Armies are not tied to the territories. PLs are not tied to the territories, it's tied to your faction as a whole.
So what if I want to move regular army A through countrys B, C,D,and E to attack F, If countrys B,C,D, and E allow right of passage, can I do that in a single round?(Edit: and if I am attacked in two different places at once, one resolves using all of my forces, then the other resolves with anything that is left from the last battle?)

When different PLs are mixed I calculate the battle separately for each PL and add up the result every combat round (which is not equivalent to a DnD round, but a bit longer).

So, I have 20PL of regular troops attacking 10PL each of regular, elite, and epic armys. During my attack phase, I get to make 3 attack rolls? and then each of there armys get to make one attack roll, right? And if I hit, I do 2 PL damage, while if they hit, they only do 1 each?

Thanks... just trying to understand the rules before the game starts!
 
Last edited:


Edena- Sblock tags are easy. You just type (replacing parenthesis with brackets):
(sblock)
This text will be hidden.
(/sblock)

And you get this result:

[sblock]
This text will be hidden.
[/sblock]

Airwhale said:
Wizardly high magic?

High magic is High magic, if I've got it right- researching 10th+ level spells is not something that differentiates between divine and arcane.

So what if I want to move regular army A through countrys B, C,D,and E to attack F, If countrys B,C,D, and E allow right of passage, can I do that in a single round?(Edit: and if I am attacked in two different places at once, one resolves using all of my forces, then the other resolves with anything that is left from the last battle?)

Mmm. That would slightly contradict some things serpenteye said earlier, along the lines of Elite and Epic armies having total mobility but not regular ones. How far regular armies can move ties in to the next part...

So, I have 20PL of regular troops attacking 10PL each of regular, elite, and epic armys. During my attack phase, I get to make 3 attack rolls? and then each of there armys get to make one attack roll, right? And if I hit, I do 2 PL damage, while if they hit, they only do 1 each?

I must admit that I'm confused on this point too. Your version makes sense, I think. It should also be clarified what happens when two or more factions join armies. How do the mechanics work, since they may have different tech and magic? Who do the casualties get inflicted on? The answer to the second question seems relatively simple- the damage is inflicted randomly, but proportionately (if, for example, two forces join, and one makes up two-thirds of the force with the other making up the remainder, any given lost PL is inflicted by making a d% roll, with 1-33 damaging the smaller force and 34-100 damaging the larger).


Each "turn" is not an entirely discreet unit except in that it is defined and bookened by Budget Time, when you say how many PLs/PPs you're spending on Mobilization, Industrialization, and Research (turn diagram coming soon). Within the turn we will kevetch, issue declarations, and make war. The making war part is somewhat fuzzy (as is only suitable). So say I write "I send these forces into this territory to do battle." How much happens (i.e, how many combat rounds pass) before I can say "Oh crap! Retreat!"? How much happens before that 3-month turn ends? Does that answer vary depending on whether I sent my armies in at the very beginning of the turn, the very end of the turn, or somewhere in the middle?

This ties in with the earlier "mobility of the regulars" question. Take territories A-H, which are lined up appropriately, with (for the sake of simplicity) impassable barriers at each end.. I control territories C-E and H. An enemy of mine controls A, B, and F, and a neutral third party controls G. All armies are assumed to be regular, and all territories about the same size (or at least, traversable in the same time).

I wish to invade B, and have armies in all my territories. Not wanting to leave my back undefended, I wish to also take F. I order my armies in C and D to attack B, my army in E to attack F, and my army in H to also attack F. My opponent has some armies in A and some in B, and both rush to defend the border.

Now, in the first combat rounds, the armies of B and C meet, since they are immediately adjacent. Shortly after (but how many combat rounds?), A and D arrive. Similarily, E and F clash immediately, simulataneous with B and C. H is where it gets complicated.

G is neutral. If it simply allows H to pass, then H joins in against F about the same time A and D join B and C. If G chooses to take issue, and I choose to do unto them as Germany did unto Belgium, how much am I delayed? (Presumably as many combat rounds as it took to defeat them).

As a mostly unrelated question, what combat bonus sort of things happen when a territory is invaded from two sides or more (this will shortly become relevant in the Theocracy...). Presumably the benefit is more than simply totalling the armies.

Of course, it's entirely possible I'm making things waaay more complicated than they need to be.

Me? As in Druocracy? ;)

I think the "one" thing is a typo. There's me (Elves!) and you at the least.

Edit: I just thought of something... we're the only ones that can bring people back from the dead! May not be in the same body, but still.
 
Last edited:

Thomas Hobbes said:
I must admit that I'm confused on this point too. Your version makes sense, I think. It should also be clarified what happens when two or more factions join armies. How do the mechanics work, since they may have different tech and magic? Who do the casualties get inflicted on? The answer to the second question seems relatively simple- the damage is inflicted randomly, but proportionately (if, for example, two forces join, and one makes up two-thirds of the force with the other making up the remainder, any given lost PL is inflicted by making a d% roll, with 1-33 damaging the smaller force and 34-100 damaging the larger).


Each "turn" is not an entirely discreet unit except in that it is defined and bookened by Budget Time, when you say how many PLs/PPs you're spending on Mobilization, Industrialization, and Research (turn diagram coming soon). Within the turn we will kevetch, issue declarations, and make war. The making war part is somewhat fuzzy (as is only suitable). So say I write "I send these forces into this territory to do battle." How much happens (i.e, how many combat rounds pass) before I can say "Oh crap! Retreat!"? How much happens before that 3-month turn ends? Does that answer vary depending on whether I sent my armies in at the very beginning of the turn, the very end of the turn, or somewhere in the middle?

This ties in with the earlier "mobility of the regulars" question. Take territories A-H, which are lined up appropriately, with (for the sake of simplicity) impassable barriers at each end.. I control territories C-E and H. An enemy of mine controls A, B, and F, and a neutral third party controls G. All armies are assumed to be regular, and all territories about the same size (or at least, traversable in the same time).

I wish to invade B, and have armies in all my territories. Not wanting to leave my back undefended, I wish to also take F. I order my armies in C and D to attack B, my army in E to attack F, and my army in H to also attack F. My opponent has some armies in A and some in B, and both rush to defend the border.

Now, in the first combat rounds, the armies of B and C meet, since they are immediately adjacent. Shortly after (but how many combat rounds?), A and D arrive. Similarily, E and F clash immediately, simulataneous with B and C. H is where it gets complicated.

G is neutral. If it simply allows H to pass, then H joins in against F about the same time A and D join B and C. If G chooses to take issue, and I choose to do unto them as Germany did unto Belgium, how much am I delayed? (Presumably as many combat rounds as it took to defeat them).

As a mostly unrelated question, what combat bonus sort of things happen when a territory is invaded from two sides or more (this will shortly become relevant in the Theocracy...). Presumably the benefit is more than simply totalling the armies.

Of course, it's entirely possible I'm making things waaay more complicated than they need to be.

What would make sense to me, for simplicities sake, would just to assume armys can either make it to a battle-field or not. If they can, they all attack at the same time.

What also makes sense to be is, at the begining of a combat turn, you just declare if you are attacking other armys in the area. Say The drow, Iuz, The Wolf-god, and the druocracy all meet in the same place. Iuz and the drow have a pact, and each of their armys gets an attack aganst each of the druocracy and Wolf-Gods armys, Since each armys attack is seperate, we know where the damage goes... Thus, cooperating armys never combine, they just don't attack each other.

That is how I would make it work, anyway =)
 

Melkor said:
Edena, I actually decided to play a Power of my own instead of Solistarim, could you add it to the roster?

Gallador`s Concord: Gallador The Undying King, Master of The Night Eternal is an ancient Vampire who was banished to the Underdark centuries ago . For ages ha has waged a war of conquest and deception, and now with the current dramatic events, his attention is brought back to the surface world!

I would claim:

-Duergar( they have autonomy, but their leaders are bribed, terrorized and compelled by Gallador, like Roman divide and conquer)

-Kua -Toa

-Goblinoids and other servitor races not yet claimed by Creamsteak or Edena.

-Court of The Eternal Night!- Vampire Children of Gallador, organized in feudal/dynastic system-power is usually based on proximity to Gallador, like generations in Vampire: The Masquaerade).

Lesser Undeath Armies.

More information will follow.

Melkor's claim has been granted.


Melkor said:
A request: anyone knows what countries of today existed on Oerth 600 years ago? I need this for my character`s background. When did Iuz arrive on Oerth?

I don't know. I believe that none of the actual States of the Flannaes are that old, and the map certainly looked a lot different. Maybe William could answer that question better?


James Heard said:
My notation was regarding the idea that certain factions might have a bonus from technology and virtually none from magic. In that concept, a flat negative modifier to offense and defense shouldn't affect the faction as much because they're not gaining as much of their bonuses from magic in the first place.
...
I suppose I don't know what the Alien trait IS though? Is that for factions that are just really weird monsters, like a faction of aberrations? Are the Infiltrator and Alien traits the only traits?

All Elite and Epic PLs benefit directly from having access to magic, even for technologically inclined factions. There is no contradiction, no conflict, between having both magic and technology.
Magic spells and items simply make such a huge difference for High level characters that even rogues or fighters are completely dependant on it at higher levels to be able to keep up with the monsters of an appropriate CR.
Your characters can voluntarily forego the use of magic, but that will give you a permanent penalty.
Without magic a high level character is little more than HPs with legs and a stick.

Alien and Infiltrator are the only traits atm. And Alien is for the really weird Abberrations. Creamsteak's Illithids would get the trait, but I'm not sure if anyone else really qualifies.

Airwhale said:
Thanks for the fast answers, Serpenteye!

So what if I want to move regular army A through countrys B, C,D,and E to attack F, If countrys B,C,D, and E allow right of passage, can I do that in a single round?(Edit: and if I am attacked in two different places at once, one resolves using all of my forces, then the other resolves with anything that is left from the last battle?)

So, I have 20PL of regular troops attacking 10PL each of regular, elite, and epic armys. During my attack phase, I get to make 3 attack rolls? and then each of there armys get to make one attack roll, right? And if I hit, I do 2 PL damage, while if they hit, they only do 1 each?

Thanks... just trying to understand the rules before the game starts!

:)

Movement depends on distance, opposition and terrain. It won't be in the rules, but will rule on it.

The total numbers of combatants in the battle determines the damage inflicted. An army of combined arms is not weaker than a uniform army. Don't worry too much about the details, it will work out pretty well, and I'm the one who makes all the rolls.


The Forsaken One said:
Me? As in Druocracy? ;)

And euhhh Hempmonaland contested eh? Then it's WAAAAARRRRRR!!!!!!

Ehm, I'm working from my memory here... But there's not a lot of druidic factions anyway.

Thomas Hobbes said:
Edena- Sblock tags are easy. You just type (replacing parenthesis with brackets):
(sblock)
This text will be hidden.
(/sblock)

And you get this result:

[sblock]
This text will be hidden.
[/sblock]

Thanks, Thomas. This will come in handy.

Thomas Hobbes said:
I must admit that I'm confused on this point too. Your version makes sense, I think. It should also be clarified what happens when two or more factions join armies. How do the mechanics work, since they may have different tech and magic? Who do the casualties get inflicted on? The answer to the second question seems relatively simple- the damage is inflicted randomly, but proportionately (if, for example, two forces join, and one makes up two-thirds of the force with the other making up the remainder, any given lost PL is inflicted by making a d% roll, with 1-33 damaging the smaller force and 34-100 damaging the larger).

I could give you an answer to that, but that would be counter-productive.

The fact is, you don't have to know any of this. I will take care of it, and if I notice that the results don't make sence I'll find a way to make it make sence. If I write down a rule about this you will all spend time reading it, learning it, and coming up with suggestions on how to improve it. That's a waste of your time. Trust me.

Thomas Hobbes said:
Each "turn" is not an entirely discreet unit except in that it is defined and bookened by Budget Time, when you say how many PLs/PPs you're spending on Mobilization, Industrialization, and Research (turn diagram coming soon). Within the turn we will kevetch, issue declarations, and make war. The making war part is somewhat fuzzy (as is only suitable). So say I write "I send these forces into this territory to do battle." How much happens (i.e, how many combat rounds pass) before I can say "Oh crap! Retreat!"? How much happens before that 3-month turn ends? Does that answer vary depending on whether I sent my armies in at the very beginning of the turn, the very end of the turn, or somewhere in the middle?

This ties in with the earlier "mobility of the regulars" question. Take territories A-H, which are lined up appropriately, with (for the sake of simplicity) impassable barriers at each end.. I control territories C-E and H. An enemy of mine controls A, B, and F, and a neutral third party controls G. All armies are assumed to be regular, and all territories about the same size (or at least, traversable in the same time).

I wish to invade B, and have armies in all my territories. Not wanting to leave my back undefended, I wish to also take F. I order my armies in C and D to attack B, my army in E to attack F, and my army in H to also attack F. My opponent has some armies in A and some in B, and both rush to defend the border.

Now, in the first combat rounds, the armies of B and C meet, since they are immediately adjacent. Shortly after (but how many combat rounds?), A and D arrive. Similarily, E and F clash immediately, simulataneous with B and C. H is where it gets complicated.

G is neutral. If it simply allows H to pass, then H joins in against F about the same time A and D join B and C. If G chooses to take issue, and I choose to do unto them as Germany did unto Belgium, how much am I delayed? (Presumably as many combat rounds as it took to defeat them).

As a mostly unrelated question, what combat bonus sort of things happen when a territory is invaded from two sides or more (this will shortly become relevant in the Theocracy...). Presumably the benefit is more than simply totalling the armies.

Of course, it's entirely possible I'm making things waaay more complicated than they need to be.

War is rather complicated. But it should be intuitive.
The territories are not mere squares on a board of chess. They are not indivisible, they are not the smallest geographical units in a computer game. It's not enough that two armies enter a territory for them to fight. War is maneuvering, advance and retreat, and it can take place anywhere and everywhere.
I can not write out all rules for all the possible circumstances that can happen in a war. Most of you don't want to read it and I don't want to write it. I'm not a computer, I don't need programming to guide me. Think for a moment on how battles happen in the real world, because that's what I'll think of when I rule. :)


Thomas Hobbes said:
I think the "one" thing is a typo. There's me (Elves!) and you at the least.

Edit: I just thought of something... we're the only ones that can bring people back from the dead! May not be in the same body, but still.

Ah, :o , sorry.
-
Quite right... :]
 

Serpenteye said:
Thomas Hobbes said:
Of course, it's entirely possible I'm making things waaay more complicated than they need to be.

Yes. Yes you are.

(I'm paraphrasing here. :p)

You are, of course, correct. It might be a good idea to have a vague idea about how fast an army can move, though (which is pretty easy to figure out, since movement by the day, hour and minute is in the PHB).
 

Some information on my PC (I've sent a more detailed statblock to serpenteye)

Seth Rhynnon, Male Human Paragon Rgr12/Sor12/Foe Hunter6 AL LN

Seth Rhynnon was born to lady Allidrane Rhynnon (age 16) nineteen years before the start of the greyhawk wars. All that is known of his father is that he was an adventuring warrior, whom Allidrane met and was suduced by. From an early age Seth demonstrated unusual strength and talent. When Seth turned 16 he left home and set out to see the world, becoming a wandering adventurer. During the war, he fought side by side with the knights of the sheild, though he never actually joined them. After the war he returned home to manage his estates. with the death of king Lynwerd, the line of successon passed to seth Rhynnon.

Notes on personality: pragmatic & practical, very much a function over form kind of guy. Treats everyone with equal respect and is not afraid to dirty his hands with hard labor. Those who have made themselves his enemy he shows no mercy. Spent his time during the Greyhawk wars as a demon hunter in the shield lands.
 

Edena_of_Neith said:
Nobody has claimed the Iron League (Onnwall, Idee, Irongate) and it's ally Sunndi.
I can't speak for you'all, but I think Greater Nyrond should claim them.
After all, if ... I ... was in the position the rulers of the Iron League are currently in (can we say: a real bad situation!) I'd ally with Greater Nyrond!

Unfortunatly when the Iron Leauge failed to give aid to Nyrond during the Greyhawk Wars, relations soured. The Nyrondyse simply feel that they cannot trust them. That alliance is dead.

Perhaps the Scarlet brotherhood should claim them.
 

Way past my sleep-time here (too much coffeine and sudden waking up in the middle of the night, doh).

Well, anyway, wanted to say hello. I am still reading the rules (and reserving any questions about them for later). Where is the newest set of them, btw.
This time around I copy-paste them.

Airwhale, read my e-mail, there is some information about Greyspace. I forget to include planet-sizes, doh. Many of them are as big as Oerth, so it's relevant.

Airwhale, feel free to finalize the claim and alignment thing.
Good/neutral faction right?

Serpentseye, we indeed play Spacejammers.
 

Status
Not open for further replies.
Remove ads

Top