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Protecting Troops from Fireball
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<blockquote data-quote="kigmatzomat" data-source="post: 2599587" data-attributes="member: 9254"><p>This is something that will be debated until the sun turns cold and the last RPG supplement disintigrates into ash. </p><p></p><p>It all depends on the setting's standards. I run a mixed level setting, where I expect a fairly large number of low level casters (1-3rd level) with higher level casters being exponentially more rare. In an army of 5,000-15,000 (which is not out of the "historic" norm), I might have as many as 200 2nd level casters but less than a dozen casters of higher level. Combats are fairly close to historical medieval war b/c the fronts are just too large for the few powerful casters to have an impact beyond that of, say, cannons. </p><p></p><p>My games aren't as gritty as those who run Middle-ish Earth games where there are less than a dozen casters available, and those are so powerful they spend most of their effort countering each other. </p><p></p><p>Nor is my game as "modern" as those FR/Eberron games with skyships, units of archers on flying carpets, War Golems, et al. </p><p></p><p>In short, the flavor of magical combat is, and will always be, setting specific. Arguing it beyond any specific, well defined setting is an exercise in frustration.</p></blockquote><p></p>
[QUOTE="kigmatzomat, post: 2599587, member: 9254"] This is something that will be debated until the sun turns cold and the last RPG supplement disintigrates into ash. It all depends on the setting's standards. I run a mixed level setting, where I expect a fairly large number of low level casters (1-3rd level) with higher level casters being exponentially more rare. In an army of 5,000-15,000 (which is not out of the "historic" norm), I might have as many as 200 2nd level casters but less than a dozen casters of higher level. Combats are fairly close to historical medieval war b/c the fronts are just too large for the few powerful casters to have an impact beyond that of, say, cannons. My games aren't as gritty as those who run Middle-ish Earth games where there are less than a dozen casters available, and those are so powerful they spend most of their effort countering each other. Nor is my game as "modern" as those FR/Eberron games with skyships, units of archers on flying carpets, War Golems, et al. In short, the flavor of magical combat is, and will always be, setting specific. Arguing it beyond any specific, well defined setting is an exercise in frustration. [/QUOTE]
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