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Warfare for D&D4
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<blockquote data-quote="Zinovia" data-source="post: 5098541" data-attributes="member: 57373"><p>Your system sounds very interesting and well thought out. I am running a War of the Burning Sky game, with a significant battle coming up in the next module. I will compare this system to the combat resolution rules provided in the module. I like the feel of yours, and may run it this way instead of what was suggested. Given our infrequent gaming schedule, it'll be awhile before we get there, which leaves me more time to prepare. </p><p></p><p>I can see that it might be difficult to tie the combat the players are involved in to the flow of the ongoing battle, especially if they are fighting in different areas. An obvious one is taking out an enemy commander to reduce the morale and organization of the enemy forces, or performing a ritual to counter a necromancer controlling undead. A rousing speech could increase the morale of your own units. Yeah, I have some ideas. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Your system sounds fun and fairly easy to resolve, which is nice. I agree with the design goal you stated; they are already playing D&D and shouldn't need to learn an entire complex wargame on top of it. None of my players are serious wargamers, and several would flat out dislike anything too complex and rules-heavy. </p><p></p><p>Thanks for posting this! Have some xp.</p></blockquote><p></p>
[QUOTE="Zinovia, post: 5098541, member: 57373"] Your system sounds very interesting and well thought out. I am running a War of the Burning Sky game, with a significant battle coming up in the next module. I will compare this system to the combat resolution rules provided in the module. I like the feel of yours, and may run it this way instead of what was suggested. Given our infrequent gaming schedule, it'll be awhile before we get there, which leaves me more time to prepare. I can see that it might be difficult to tie the combat the players are involved in to the flow of the ongoing battle, especially if they are fighting in different areas. An obvious one is taking out an enemy commander to reduce the morale and organization of the enemy forces, or performing a ritual to counter a necromancer controlling undead. A rousing speech could increase the morale of your own units. Yeah, I have some ideas. :D Your system sounds fun and fairly easy to resolve, which is nice. I agree with the design goal you stated; they are already playing D&D and shouldn't need to learn an entire complex wargame on top of it. None of my players are serious wargamers, and several would flat out dislike anything too complex and rules-heavy. Thanks for posting this! Have some xp. [/QUOTE]
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