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General Tabletop Discussion
*Dungeons & Dragons
World Building: Army building
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<blockquote data-quote="jmartkdr2" data-source="post: 9051133" data-attributes="member: 7017304"><p>My own theory: in a world with DnD-style spellcasters, they replace heavy cavalry as the core of the armies of the world. Whoever can bring the most wizards to the fight usually wins, so each kingdom is always looking for ways to get wizards (or other full casters) on their side.</p><p></p><p>The <em>easiest</em> way is to just pay them a lot of money and not bother them when you don't need them for warfare. </p><p></p><p>When wars do happen, wizards don't show up by themselves - they'd be expected to bring their own bodyguard at least, and that could be up to 100 troops if the wizard can afford that. If the wizard was paid in land, they might also be expected to provide levies from the farmers working the land and pay for their training and equipment (padded vests and some pikes, for example). They might also be expected to fund or help fund free companies of professional soldiers such as cavalry (light and heavy) to fill out the force. </p><p></p><p>Over time there's be a lot of overlap between the nobility and wizards - magical bloodlines would drift upwards, and nobles' children would be sent to magic school.</p><p></p><p>The exception is low-magic settings: if each kingdom has only one full caster, the army looks like a late medieval/ early modern army. Which is a vague statement so when it actually shows up it might be a lot of things. </p><p></p><p>In actual play: armies are not enumerated. "An army marches past you" is most of the description they'll get, unless the players want to join and/or lead a army. Then I detail <em>that</em> army, with some decisions being guided by what would make a fun game.</p></blockquote><p></p>
[QUOTE="jmartkdr2, post: 9051133, member: 7017304"] My own theory: in a world with DnD-style spellcasters, they replace heavy cavalry as the core of the armies of the world. Whoever can bring the most wizards to the fight usually wins, so each kingdom is always looking for ways to get wizards (or other full casters) on their side. The [I]easiest[/I] way is to just pay them a lot of money and not bother them when you don't need them for warfare. When wars do happen, wizards don't show up by themselves - they'd be expected to bring their own bodyguard at least, and that could be up to 100 troops if the wizard can afford that. If the wizard was paid in land, they might also be expected to provide levies from the farmers working the land and pay for their training and equipment (padded vests and some pikes, for example). They might also be expected to fund or help fund free companies of professional soldiers such as cavalry (light and heavy) to fill out the force. Over time there's be a lot of overlap between the nobility and wizards - magical bloodlines would drift upwards, and nobles' children would be sent to magic school. The exception is low-magic settings: if each kingdom has only one full caster, the army looks like a late medieval/ early modern army. Which is a vague statement so when it actually shows up it might be a lot of things. In actual play: armies are not enumerated. "An army marches past you" is most of the description they'll get, unless the players want to join and/or lead a army. Then I detail [I]that[/I] army, with some decisions being guided by what would make a fun game. [/QUOTE]
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