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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Knight Core class, Paladin PRC
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<blockquote data-quote="clark411" data-source="post: 1065074" data-attributes="member: 4768"><p>Thanks for the input =)</p><p></p><p>Putting it to 1/day is probably pretty good.. the only issue is currently having a Knight pick an assignment that cannot be done in the course of that one day... "Go through the dungeon and save the princess!" means they get a benefit till it happens. Which means there will pretty much be a permanent +1 morale bonus on the party through most of their questing at lower levels, and up to +4 at higher levels. With 1 / session, at least they can't have them overlapping for every situation. ... hm, maybe I ought to give them per day, but stick a time limit on the thing.</p><p></p><p>As I haven't gotten my mitts on Cry Havoc or any mass combat system yet, my mass combat rules are affected by leaders' knowledge of history and geography (as well as other effects like morale and what not). </p><p></p><p>Medieval study of war was greatly a study of how previous wars were fought, and that fits nicely into history. Often military commanders would see on the battlefield, the tactics that have worked before... so, it makes sense that if you can roll a Knowledge (History) check, you can know your history and, more importantly, know what the other guy is planning. Adapting to that gives the upper hand in a tactical sense.</p><p></p><p>Knowledge (Geography) plays into the tactics. The higher you roll, the better a spot you find on the field, and the more prepared you are to handle troop movements in the best way possible. On a higher level of tactics, such as army movement between combat, K(g) allows you to avoid killing zones / ambushes during transit, and lay your own for enemy armies moving towards you. You also grant benefits to any scouts you opt to send forth, as you know the prime spots to send them. Alternatively, with opposed K(g) checks, you can know where to send your troops to rout enemy scouts.</p><p></p><p></p><p></p><p>As for the Cohort, I'm currently figuring that around 6th level the Knight's squire is knighted, and becomes a brother in arms to the Knight he followed (also in case of permage.. the squire taking up the arms and cause of his dead Knight is a great way to instantly get a player back in the game). The two Knights then recieve two new squires. It's just the kick start for the allowance of a nice leadership ability later in his career. I can see how the Knight's PC gaining a Supporting Cast of 5 (Squire, Squire, Knight, Mount, Mount) over time can be questionable..</p></blockquote><p></p>
[QUOTE="clark411, post: 1065074, member: 4768"] Thanks for the input =) Putting it to 1/day is probably pretty good.. the only issue is currently having a Knight pick an assignment that cannot be done in the course of that one day... "Go through the dungeon and save the princess!" means they get a benefit till it happens. Which means there will pretty much be a permanent +1 morale bonus on the party through most of their questing at lower levels, and up to +4 at higher levels. With 1 / session, at least they can't have them overlapping for every situation. ... hm, maybe I ought to give them per day, but stick a time limit on the thing. As I haven't gotten my mitts on Cry Havoc or any mass combat system yet, my mass combat rules are affected by leaders' knowledge of history and geography (as well as other effects like morale and what not). Medieval study of war was greatly a study of how previous wars were fought, and that fits nicely into history. Often military commanders would see on the battlefield, the tactics that have worked before... so, it makes sense that if you can roll a Knowledge (History) check, you can know your history and, more importantly, know what the other guy is planning. Adapting to that gives the upper hand in a tactical sense. Knowledge (Geography) plays into the tactics. The higher you roll, the better a spot you find on the field, and the more prepared you are to handle troop movements in the best way possible. On a higher level of tactics, such as army movement between combat, K(g) allows you to avoid killing zones / ambushes during transit, and lay your own for enemy armies moving towards you. You also grant benefits to any scouts you opt to send forth, as you know the prime spots to send them. Alternatively, with opposed K(g) checks, you can know where to send your troops to rout enemy scouts. As for the Cohort, I'm currently figuring that around 6th level the Knight's squire is knighted, and becomes a brother in arms to the Knight he followed (also in case of permage.. the squire taking up the arms and cause of his dead Knight is a great way to instantly get a player back in the game). The two Knights then recieve two new squires. It's just the kick start for the allowance of a nice leadership ability later in his career. I can see how the Knight's PC gaining a Supporting Cast of 5 (Squire, Squire, Knight, Mount, Mount) over time can be questionable.. [/QUOTE]
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