Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
MCDM Kingdoms and Warfare is out!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Chaosmancer" data-source="post: 8357517" data-attributes="member: 6801228"><p>Well, like I said, a lot of it is baked into various mechanics. Some examples:</p><p></p><p>The Warlock commander's first ability is to create illusory soldiers. However, would that make sense for a Blade-pact warlock whose the frontline fighter of the group and never uses illusion spells? Where did they suddenly learn this skill from? </p><p></p><p>What if I've got a Ranger who is focused on melee? Why would I train my troops exclusively in archery? </p><p></p><p>If I have a hidden cult, why is one of my powers a blood sacrifice? What if that doesn't fit the type of cult we are running? Why is the thieve's guild using poisoned weapons? </p><p></p><p>I get that they had to give them something, they had to make a choice as to what these abilities were and why they were, but the assumptions of the setting can be pretty heavily baked in. Which wouldn't be as big of an issue, but it comes with a realization that I would have really loved a detailed section on making your own abilities for these things. </p><p></p><p>Actually, I just noticed this. The various unit ancestries alter their stats. I saw a line in the orc write-up, then looked at the numbers. </p><p></p><p>Human Infantry -> +3 /12 /+2 /<span style="color: rgb(0, 168, 133)"><strong>12</strong></span> / +1 /+2</p><p>Orc Infantry -> +4 /12 / +2 / <strong><span style="color: rgb(0, 168, 133)">12</span></strong>/ +0 / +1</p><p>Elf Infantry -> +4 / 12 / +2/ <strong><span style="color: rgb(0, 168, 133)">12</span></strong>/ +0 /+1</p><p>Dwarf -> +3 / 12/ +2 / <strong><span style="color: rgb(0, 168, 133)">12</span></strong> /+0 / +1</p><p></p><p>Now, the explanation given for the orcs and elves having +4 ATK is that they both have "an affinity for weapon"... which I guess dwarves don't? It also says that dwarf infantry should be the best because they have greater natural toughness than any other unit... but I highlighted the toughness stat, and they are identical. Maybe they are referring to the stalwart ability?</p><p></p><p>So, there are these assumptions baked in that I have to unbake to modify... but nowhere did they actually give us a break down if how the sausage was made, so I don't know what are typos, what I'm missing, and I end up needing to go through a lot of extra work to figure out how to reverse engineer some of these aspects of the rules. </p><p></p><p>I love the book, don't get me wrong. I just wish it was a little more generic, a little easier to figure out the math and make it work for me, instead of having to hunt it down</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8357517, member: 6801228"] Well, like I said, a lot of it is baked into various mechanics. Some examples: The Warlock commander's first ability is to create illusory soldiers. However, would that make sense for a Blade-pact warlock whose the frontline fighter of the group and never uses illusion spells? Where did they suddenly learn this skill from? What if I've got a Ranger who is focused on melee? Why would I train my troops exclusively in archery? If I have a hidden cult, why is one of my powers a blood sacrifice? What if that doesn't fit the type of cult we are running? Why is the thieve's guild using poisoned weapons? I get that they had to give them something, they had to make a choice as to what these abilities were and why they were, but the assumptions of the setting can be pretty heavily baked in. Which wouldn't be as big of an issue, but it comes with a realization that I would have really loved a detailed section on making your own abilities for these things. Actually, I just noticed this. The various unit ancestries alter their stats. I saw a line in the orc write-up, then looked at the numbers. Human Infantry -> +3 /12 /+2 /[COLOR=rgb(0, 168, 133)][B]12[/B][/COLOR] / +1 /+2 Orc Infantry -> +4 /12 / +2 / [B][COLOR=rgb(0, 168, 133)]12[/COLOR][/B]/ +0 / +1 Elf Infantry -> +4 / 12 / +2/ [B][COLOR=rgb(0, 168, 133)]12[/COLOR][/B]/ +0 /+1 Dwarf -> +3 / 12/ +2 / [B][COLOR=rgb(0, 168, 133)]12[/COLOR][/B] /+0 / +1 Now, the explanation given for the orcs and elves having +4 ATK is that they both have "an affinity for weapon"... which I guess dwarves don't? It also says that dwarf infantry should be the best because they have greater natural toughness than any other unit... but I highlighted the toughness stat, and they are identical. Maybe they are referring to the stalwart ability? So, there are these assumptions baked in that I have to unbake to modify... but nowhere did they actually give us a break down if how the sausage was made, so I don't know what are typos, what I'm missing, and I end up needing to go through a lot of extra work to figure out how to reverse engineer some of these aspects of the rules. I love the book, don't get me wrong. I just wish it was a little more generic, a little easier to figure out the math and make it work for me, instead of having to hunt it down [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
MCDM Kingdoms and Warfare is out!
Top