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<blockquote data-quote="nevin" data-source="post: 9051322" data-attributes="member: 7024481"><p>WRONG..... By DND rules a world full of commoners can't take down a Dragon. Unless they all have magic weapons and even then most of them die.</p><p></p><p>DND is'nt a combat simulator for mass battles. don't try. I have it's painful. I've even tried doing miniature combat rules and letting the parties build up thier armies and playing it out a as mini game. Booooooring and random luck can suck ass for your story. the best way is for the hero's and what they do in the battle to "Swing the tide" or "sink the ship"</p><p> </p><p>Don't limit magic if it's not limited in your game. That's just going to piss off your players and start arguments you can't win effectively.</p><p>Remember divine magic and arcane magic in thier current forms in 5e are very limited compared to 1e. one fireball only covers a small area regardless of how much damage it does. Sure a 15th level mage can blow all thier slots and hollow out a small armies attack but then what.? Battles last hours, weeks or more.</p><p></p><p>200,000 men in an army is approaching Rome attacking Carthage. Rome had a little over 300,000 men and Carthage had 170.000 men. That is HUUUUUUUUUUGE. That attacking 3 keeps is like Rome attacking some rural town. Strategically the answer is RUN take what you can burn everything else so the army can't feed off of your stores, hide and pick away at the legion and try to starve them out because an army that big can't survive for long without supplies. Most people don't known that Julius Cesar almost lost to the Celts who burned everything at every retreat. the only reason he won is they got scared and instead of burning thier last town and winter supplies they holed up for the winter in one town and Rome brought in the Germans to help break them. If the Celts had burned thier grain the legion would have had to retreat or starve and Cesar would never have been emperor after losing.</p><p></p><p>but yes magic is a multiplyer but not as much as you think. It's great in Gorrilla style defensive tactics but not as useful in a full scale battle. Seige Engines are cheaper, and more reliable than casters. Clerics healing trumps anything else they could do. throw up a wall siege weapon will take most out in one or two hits. fireball's and most damage spells are great for hero's but small area's surprisingly move earth is better than most other abilities if you have time to shape the battlefield and can control when and where it happens.</p><p></p><p>Caster's are bigger multipliers for skirmishers who have smaller numbers and get to pick the location of the fight. Mainly because they are more mobile and more flexible than towing seige engines with your cavalry.</p><p></p><p>War doesn't change because of magic. just think of magic as you would advanced weapons. An M203 greneade launcher is just a fireball. A cleric is just a medic unless he's got 6th level or higher spells. Mages just turn into magical repair and emergency firepower. think of them as engineers.</p></blockquote><p></p>
[QUOTE="nevin, post: 9051322, member: 7024481"] WRONG..... By DND rules a world full of commoners can't take down a Dragon. Unless they all have magic weapons and even then most of them die. DND is'nt a combat simulator for mass battles. don't try. I have it's painful. I've even tried doing miniature combat rules and letting the parties build up thier armies and playing it out a as mini game. Booooooring and random luck can suck ass for your story. the best way is for the hero's and what they do in the battle to "Swing the tide" or "sink the ship" Don't limit magic if it's not limited in your game. That's just going to piss off your players and start arguments you can't win effectively. Remember divine magic and arcane magic in thier current forms in 5e are very limited compared to 1e. one fireball only covers a small area regardless of how much damage it does. Sure a 15th level mage can blow all thier slots and hollow out a small armies attack but then what.? Battles last hours, weeks or more. 200,000 men in an army is approaching Rome attacking Carthage. Rome had a little over 300,000 men and Carthage had 170.000 men. That is HUUUUUUUUUUGE. That attacking 3 keeps is like Rome attacking some rural town. Strategically the answer is RUN take what you can burn everything else so the army can't feed off of your stores, hide and pick away at the legion and try to starve them out because an army that big can't survive for long without supplies. Most people don't known that Julius Cesar almost lost to the Celts who burned everything at every retreat. the only reason he won is they got scared and instead of burning thier last town and winter supplies they holed up for the winter in one town and Rome brought in the Germans to help break them. If the Celts had burned thier grain the legion would have had to retreat or starve and Cesar would never have been emperor after losing. but yes magic is a multiplyer but not as much as you think. It's great in Gorrilla style defensive tactics but not as useful in a full scale battle. Seige Engines are cheaper, and more reliable than casters. Clerics healing trumps anything else they could do. throw up a wall siege weapon will take most out in one or two hits. fireball's and most damage spells are great for hero's but small area's surprisingly move earth is better than most other abilities if you have time to shape the battlefield and can control when and where it happens. Caster's are bigger multipliers for skirmishers who have smaller numbers and get to pick the location of the fight. Mainly because they are more mobile and more flexible than towing seige engines with your cavalry. War doesn't change because of magic. just think of magic as you would advanced weapons. An M203 greneade launcher is just a fireball. A cleric is just a medic unless he's got 6th level or higher spells. Mages just turn into magical repair and emergency firepower. think of them as engineers. [/QUOTE]
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