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Recipe for an Army Killer
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<blockquote data-quote="Kweezil" data-source="post: 882607" data-attributes="member: 681"><p>It's still a smaller* and more highly-trained force than the immense armies of, say, the Napoleonic era, or the archetypal fantasy medieval army with its feudal levies. </p><p>*per head of available population</p><p></p><p>But it has cut their numbers down and changed the dynamics of warfare. Magic does the same to the D&D battlefield.</p><p></p><p>Dispel/counterspell isn't automatic and requires that you see the other caster, ie. be within 120ft and have an active <em>see invisibility</em>, given the most common caster defences. What about the other casters? What about magic items? What about non-human creatures? There are counters for every plan, but this all changes the dynamics of battle and with all the high-damage magic and abilities that could be flying around, the average War1 is a dead man walking. </p><p></p><p>I didn't mean that all D&D armies are special forces, but that they're more like modern infantry - better trained (War1 for recruits, War2-3 for regulars who've seen some action, War4+ for NCOs and vets), better equipped, more mobile (smaller unit size), more flexible and more survivable (unit cleric with a wand of CLW).</p></blockquote><p></p>
[QUOTE="Kweezil, post: 882607, member: 681"] It's still a smaller* and more highly-trained force than the immense armies of, say, the Napoleonic era, or the archetypal fantasy medieval army with its feudal levies. *per head of available population But it has cut their numbers down and changed the dynamics of warfare. Magic does the same to the D&D battlefield. Dispel/counterspell isn't automatic and requires that you see the other caster, ie. be within 120ft and have an active [I]see invisibility[/I], given the most common caster defences. What about the other casters? What about magic items? What about non-human creatures? There are counters for every plan, but this all changes the dynamics of battle and with all the high-damage magic and abilities that could be flying around, the average War1 is a dead man walking. I didn't mean that all D&D armies are special forces, but that they're more like modern infantry - better trained (War1 for recruits, War2-3 for regulars who've seen some action, War4+ for NCOs and vets), better equipped, more mobile (smaller unit size), more flexible and more survivable (unit cleric with a wand of CLW). [/QUOTE]
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