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General Tabletop Discussion
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Some thoughts on D&D warfare
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<blockquote data-quote="Yair" data-source="post: 2313933" data-attributes="member: 10913"><p>The level composition of the army is a matter for the DM to decide. I embrace the "lots of 1st level warriors" model, and that's what the MM does too. Go to Goblin, you've got a 1st level warrior statted. Go to organization, and you've got a "10-24 with worg mounts" warband. The same goes for any similar monster - from kobolds to drow. The common grunts the PCs encounter at low levels are (IMC) those war1 guys. So, what, they only get to meet the academy rejects?</p><p>I find it simpler to work from the MM structures and go from there. This gives me lots of low-level grunts, a few mid-level or lower commanders, and no high-level characters. I then sprinkle unique monsters and NPCs to taste, and serve warm. You get a managable army, with few unique critters to keep detailed stock of and lots of bulk that can be treated relatively easily by considering its CR/EL and composition (avoiding the need to count each goblin's arrows, potions, hp, etc.).</p><p>I've long since stopped trying to make XP make sense. It just doesn't. I accept that, and move on to build the armies and demographics I want to, rather than build complex models and painstakingly tailor them to reach a similar result.</p><p></p><p>I agree that with the higher levels you espouse dreadnoughts will be much harder to come by, and may not be a useful concept. Against low level opponents even relatively expensive dreadnoughts are useful as they can kill a lot of bulk if used properly, more than what it costs to equip & train that bulk.</p><p></p><p>Yes, smart tactics can negate certain dreadnoughts, effectively turning them to bulk. That's half the fun - getting your PCs to think up such tactics. I don't want a war situation where the tricks are tried and true, I want to allow the PCs to show creativity. I can always come up with new dreadnoughts and enemy tactics myself. That's the other half of the fun.</p></blockquote><p></p>
[QUOTE="Yair, post: 2313933, member: 10913"] The level composition of the army is a matter for the DM to decide. I embrace the "lots of 1st level warriors" model, and that's what the MM does too. Go to Goblin, you've got a 1st level warrior statted. Go to organization, and you've got a "10-24 with worg mounts" warband. The same goes for any similar monster - from kobolds to drow. The common grunts the PCs encounter at low levels are (IMC) those war1 guys. So, what, they only get to meet the academy rejects? I find it simpler to work from the MM structures and go from there. This gives me lots of low-level grunts, a few mid-level or lower commanders, and no high-level characters. I then sprinkle unique monsters and NPCs to taste, and serve warm. You get a managable army, with few unique critters to keep detailed stock of and lots of bulk that can be treated relatively easily by considering its CR/EL and composition (avoiding the need to count each goblin's arrows, potions, hp, etc.). I've long since stopped trying to make XP make sense. It just doesn't. I accept that, and move on to build the armies and demographics I want to, rather than build complex models and painstakingly tailor them to reach a similar result. I agree that with the higher levels you espouse dreadnoughts will be much harder to come by, and may not be a useful concept. Against low level opponents even relatively expensive dreadnoughts are useful as they can kill a lot of bulk if used properly, more than what it costs to equip & train that bulk. Yes, smart tactics can negate certain dreadnoughts, effectively turning them to bulk. That's half the fun - getting your PCs to think up such tactics. I don't want a war situation where the tricks are tried and true, I want to allow the PCs to show creativity. I can always come up with new dreadnoughts and enemy tactics myself. That's the other half of the fun. [/QUOTE]
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