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PCs raiding a city
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<blockquote data-quote="Bawylie" data-source="post: 8104697" data-attributes="member: 6776133"><p>Complications. </p><p>the elven defenses are naturalistic. They deploy walls of thorns, turn the ground underfoot to waist high mud, rain down on siege fires and torches, and spread fog in which they move their forces.</p><p></p><p>Your battlefield needs a flowchart for organizational purposes. Some of the defenses are refreshable - but dealing with the wall of thorns for the day should buy a day’s worth of time.</p><p>You need a progress tracker for relative vulnerability of the city. At the lowest level, individuals can sneak in. At mid level, parties of say 20 can get in, and at highest level, major forces can advance. The game becomes pushing the tracker far enough every day to advance forces. (Don’t tell them there’s a tracker - just use it in conjunction with your flowchart and describe how open to attack or well defended the city is). Individuals can gather intel. Parties can accomplish limited objectives. Armies and major forces can drop the city’s effective HP. The tracker moves up and down during the day and every day. Generally speaking, say you have 6 or 7 levels on your tracker with 2, 4, and 6 as specific levels of vulnerability. so individuals at 2, parties at 4, and armies at 6. Every day, the elves have enough magic power to give themselves a +4 at the start of the day. Therefore, if the players push them to 6 and advance an army, the next day the elves can get back to 2 to start. That’ll be enough of a day to day dynamic.</p><p></p><p>I think you also need the city’s HP. Another tracker perhaps with another 7 levels. Every time the players get an army in, the city takes 1 damage. I imagine they surrender if they take 7 damage (representing casualties of 1/3 to 1/2 their fighting forces and 1/5 to 1/4 of citizen casualties. Alternatively, if they can kill or capture the 200 elves, the city can fall (perhaps something parties can do if they infiltrate properly).</p><p></p><p>So you have plenty of obstacles to deal with and a changing battlefield, a couple of objectives to pursue, and a simple flowchart with a couple of ratings to keep track of. Maybe write a description of each what each level looks like in the game world, so you can say things like “the thorn wall collapses and the city is vulnerable. There’s time and space to advance your armies” instead of “well that’s six, so your armies come in and do a point of siege damage. Ok next day.”</p></blockquote><p></p>
[QUOTE="Bawylie, post: 8104697, member: 6776133"] Complications. the elven defenses are naturalistic. They deploy walls of thorns, turn the ground underfoot to waist high mud, rain down on siege fires and torches, and spread fog in which they move their forces. Your battlefield needs a flowchart for organizational purposes. Some of the defenses are refreshable - but dealing with the wall of thorns for the day should buy a day’s worth of time. You need a progress tracker for relative vulnerability of the city. At the lowest level, individuals can sneak in. At mid level, parties of say 20 can get in, and at highest level, major forces can advance. The game becomes pushing the tracker far enough every day to advance forces. (Don’t tell them there’s a tracker - just use it in conjunction with your flowchart and describe how open to attack or well defended the city is). Individuals can gather intel. Parties can accomplish limited objectives. Armies and major forces can drop the city’s effective HP. The tracker moves up and down during the day and every day. Generally speaking, say you have 6 or 7 levels on your tracker with 2, 4, and 6 as specific levels of vulnerability. so individuals at 2, parties at 4, and armies at 6. Every day, the elves have enough magic power to give themselves a +4 at the start of the day. Therefore, if the players push them to 6 and advance an army, the next day the elves can get back to 2 to start. That’ll be enough of a day to day dynamic. I think you also need the city’s HP. Another tracker perhaps with another 7 levels. Every time the players get an army in, the city takes 1 damage. I imagine they surrender if they take 7 damage (representing casualties of 1/3 to 1/2 their fighting forces and 1/5 to 1/4 of citizen casualties. Alternatively, if they can kill or capture the 200 elves, the city can fall (perhaps something parties can do if they infiltrate properly). So you have plenty of obstacles to deal with and a changing battlefield, a couple of objectives to pursue, and a simple flowchart with a couple of ratings to keep track of. Maybe write a description of each what each level looks like in the game world, so you can say things like “the thorn wall collapses and the city is vulnerable. There’s time and space to advance your armies” instead of “well that’s six, so your armies come in and do a point of siege damage. Ok next day.” [/QUOTE]
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