Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Theocracy vs. Magocracy: who would win?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Al" data-source="post: 108027" data-attributes="member: 2486"><p><strong>The wizards win a marginal victory.</strong></p><p></p><p>We have to ask why?</p><p>Three reasons: Battle Strategies, Logistics and Defenses.</p><p></p><p>Battle Strategies</p><p></p><p>Because given field battles, direct-damage spells are infinitely more powerful than healing spells.</p><p></p><p>Option A: The warriors all fight in a tight formation, as medieval armies and all troops up to the late 19th century did. The wizards blast them with area-effect spells. The wizards win.</p><p></p><p>Option B: The cleric's troops form skirmish formation. The wizards' fighters go in and slice them to ribbons: IN ALL historical scenarios where an organised regular formation has encountered a skirmish group, the regular formation has the incredible advantage. The wizards win.</p><p></p><p>Logistics</p><p></p><p>Wizards have greater access to Knowledge skills, so one assume that their economy and resource management is better structured, especially combined with wizards' inclination towards law.</p><p></p><p>Wizards have more bonus feats and hence are more likely to craft magical items for their followers.</p><p></p><p>Defenses</p><p></p><p>Wizards can both create and destroy defenses better than clerics. Wizards can undermine and break key fortresses with spells like Transmute Rock to Mud and Disintegrate. They can circumvent defenses with spells like Teleport and Fly. This means that they can effectively eliminate clerical high command with a few well-placed, hyped-up Teleporting mage-assassins (not wizard/assassins necessarily).</p><p></p><p>As for creating defenses, they have spells such as Move Earth, and the various Creation spells. They can perform this relatively easily and create defenses at a far greater pace.</p><p></p><p>I haven't time for any more reasons, but there are others- mobility (Expeditious Retreat), better at long-range targeted guaranteed spells (100 Magic Missiles vs. the enemy general), stronger defensive spells etc. etc. etc.</p><p></p><p>Healing and raise dead doesn't really matter: in a full-scale war, there is no way you can raise enough to make a key difference.</p></blockquote><p></p>
[QUOTE="Al, post: 108027, member: 2486"] [b]The wizards win a marginal victory.[/b] We have to ask why? Three reasons: Battle Strategies, Logistics and Defenses. Battle Strategies Because given field battles, direct-damage spells are infinitely more powerful than healing spells. Option A: The warriors all fight in a tight formation, as medieval armies and all troops up to the late 19th century did. The wizards blast them with area-effect spells. The wizards win. Option B: The cleric's troops form skirmish formation. The wizards' fighters go in and slice them to ribbons: IN ALL historical scenarios where an organised regular formation has encountered a skirmish group, the regular formation has the incredible advantage. The wizards win. Logistics Wizards have greater access to Knowledge skills, so one assume that their economy and resource management is better structured, especially combined with wizards' inclination towards law. Wizards have more bonus feats and hence are more likely to craft magical items for their followers. Defenses Wizards can both create and destroy defenses better than clerics. Wizards can undermine and break key fortresses with spells like Transmute Rock to Mud and Disintegrate. They can circumvent defenses with spells like Teleport and Fly. This means that they can effectively eliminate clerical high command with a few well-placed, hyped-up Teleporting mage-assassins (not wizard/assassins necessarily). As for creating defenses, they have spells such as Move Earth, and the various Creation spells. They can perform this relatively easily and create defenses at a far greater pace. I haven't time for any more reasons, but there are others- mobility (Expeditious Retreat), better at long-range targeted guaranteed spells (100 Magic Missiles vs. the enemy general), stronger defensive spells etc. etc. etc. Healing and raise dead doesn't really matter: in a full-scale war, there is no way you can raise enough to make a key difference. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Theocracy vs. Magocracy: who would win?
Top