Question about Fields of Blood

Banshee16

First Post
I'm asking this of anyone who either has it or has read it or is using it. Is the book any good? What is the balance between detail vs. streamlined mechanics? How easy is it to use? For resolving war and battles, how effective is it? Does it simplify everything to one die roll? Or do they incorporate more detailed tactics (ie. cavalry advantage against footmen, flanking, etc.)?

I've been checking it out a bit at my local shop, but am on the fence about buying it.

Banshee
 
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I have it, but I haven't actually run any battles yet (I'm still working on a hex map program to help map out my campaign world, and to handle all the realm management stuff. Which turned out to be more work than I thought, though I'm getting close to an early public release).

One area of concern I have, is that there are a large number of units. For instance, in an example, a 7 hex kingdom (which I think is fairly small), has a maximum standing army of 170 units. Yikes!

But for all I know, my misgivings are misplaced. The realm management part seems pretty neat.
 

I recommend reading reviews for in-depth information but I'll add a few notes. I have AEG's Empire, MP's Cry Havoc, Mongoose's Strongholds & Dynasties and a few other lesser products. Of them, Fields of Blood is the only one that ever comes off my bookshelf.

The combat can be fairly detailed or abstracted a bit. Most importantly, the realm management system works, and is really quite streamlined. It integrates very well with a regular D&D campaign, being largely based on seasonal turns.

A couple of minor house rules are needed to run large empires, but this is done simply and easily by adding fiefs and regional capitols.

If what you want is a political campaign (intrigue, betrayal etc), however, I think this isn't the product you are looking for. Or that it should be used in conjunction with Dynasties & Demogogues (I might have that title wrong - I'm using my friend's book so I don't have it on my bookshelf at the moment.)
 

Emiricol said:
I recommend reading reviews for in-depth information but I'll add a few notes. I have AEG's Empire, MP's Cry Havoc, Mongoose's Strongholds & Dynasties and a few other lesser products. Of them, Fields of Blood is the only one that ever comes off my bookshelf.

The combat can be fairly detailed or abstracted a bit. Most importantly, the realm management system works, and is really quite streamlined. It integrates very well with a regular D&D campaign, being largely based on seasonal turns.

A couple of minor house rules are needed to run large empires, but this is done simply and easily by adding fiefs and regional capitols.

If what you want is a political campaign (intrigue, betrayal etc), however, I think this isn't the product you are looking for. Or that it should be used in conjunction with Dynasties & Demogogues (I might have that title wrong - I'm using my friend's book so I don't have it on my bookshelf at the moment.)

I'm looking for some info that will help characters who want to establish a stronghold, figure out how much it costs to run, what his peasants/craftsmen produce in terms of resources, how to administer his land/territory, and how to handle battles with larger amount of troops than skirmish level.

When I was flipping through the book at the store, it actually reminded me a lot of the domain management system from the Birthright setting in 2nd. Ed., but without the bloodlines...at least with respect to domain management.

I'm not so sure about battles though...didn't see details about them.

I just got through a major campaign arc where there was a big war on the Outlands in Planescape, and didn't really have any rules to resolve it, so it was all background info. The PCs did adventures around the big events, but weren't directly involved. It would have been cool to let them see a big battle, participate in it, lead units, etc.

Banshee

Banshee
 

Banshee, for what you're asking, I feel it safe to say that not only does Fields of Blood work, it's the best product on the market.

I love political and realm elements in my games. FoB meets those expectations -- I rate as one of my top 3 non-core purchases - ever.

The battle mechanics are detailed but smooth. You need to take a bit of time to set up a battle, but once arranged can be run with relatively little effort.

For example -- this is the one system I've seen that does away with any sort of Hit points or Wound points statistic -- instead -- the relative number of hit points in a given unit of creatures is turned into a 'Toughness' stat -- when hit you roll a save against this toughness stat -- fail one save and your unit is wounded, fail two saves and your unit is destroyed. Detailed -- yet designed for ease of play.

On your checklist, the only thing I'd caution is not in Fields of Blood is establishing a specific stronghold...the mechanics are exclusively macro-level, so if you want to deal with the design and staffing of your individual base you might need another source.

So, in short, I like the exact same things you do -- have done the comparison shopping and find Fob the best. For fairness, I should mention some of the other good books on the market. The Official Birthright fan site has a great conversion of the setting, including some nice mass combat rules, I also likeAEG's Empire as an idea mine -- though as a system I find it breaks down in a couple of places.

If you have any specific questions on the mechanics, let me know, as I happen to have my copy here with me right now.
 

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