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Some thoughts on D&D warfare
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<blockquote data-quote="leporidae" data-source="post: 2321091" data-attributes="member: 19624"><p>I agree with your assessment. </p><p></p><p>One other factor in which D&D warfare is more like modern than medeval is the availability of rapid long distance communication. In this case the evil mages were able to call for help from one of their cities and request troops be rushed forward to set up the ambush. (The party had just wiped out a small border keep.)</p><p></p><p>I was never able to come up with overall level demographics that made sense across the campaign world. My rule of thumb was that the overall level profile of a population depended on how much conflict they saw. The limit (for example, in the starting Human/Dwarf Republic which was isolated from any other civilized area and caught between a Goblin Hive, a horde of horse riding Orc Barbarians, and the Association of Evil Mages) for a population was to have Player's Handbook character classed individuals according to a geometric distribution. 1/2 of 1st level or higher, 1/4 of 2nd level or higher and so on. (Once the party gained higher levels I eventually gave up on figuring out population distributions and decided there were as many high level individuals around as it took to keep things interesting.) A more peaceful area, or one where the majority of the population was prohibited from weapon/magical training, would have a DMG RAW character class distribution.</p><p></p><p>By the end of the campaign I decided front line troops were 4th level fighters on average, backed up by small elite units of 8th+ level mixed class individuals, and even then they wouldn't take the field without the ability to neutralize their opponent's mages (i.e. artillery/air support).</p></blockquote><p></p>
[QUOTE="leporidae, post: 2321091, member: 19624"] I agree with your assessment. One other factor in which D&D warfare is more like modern than medeval is the availability of rapid long distance communication. In this case the evil mages were able to call for help from one of their cities and request troops be rushed forward to set up the ambush. (The party had just wiped out a small border keep.) I was never able to come up with overall level demographics that made sense across the campaign world. My rule of thumb was that the overall level profile of a population depended on how much conflict they saw. The limit (for example, in the starting Human/Dwarf Republic which was isolated from any other civilized area and caught between a Goblin Hive, a horde of horse riding Orc Barbarians, and the Association of Evil Mages) for a population was to have Player's Handbook character classed individuals according to a geometric distribution. 1/2 of 1st level or higher, 1/4 of 2nd level or higher and so on. (Once the party gained higher levels I eventually gave up on figuring out population distributions and decided there were as many high level individuals around as it took to keep things interesting.) A more peaceful area, or one where the majority of the population was prohibited from weapon/magical training, would have a DMG RAW character class distribution. By the end of the campaign I decided front line troops were 4th level fighters on average, backed up by small elite units of 8th+ level mixed class individuals, and even then they wouldn't take the field without the ability to neutralize their opponent's mages (i.e. artillery/air support). [/QUOTE]
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Some thoughts on D&D warfare
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