Re: Something new
SCU13A told me to put it here as well, I don't personally think that it is good enough for advanced but I am an idiot.
Ok, this is new. For me. I am thinking of something and it is very complicated and I don't even know if it should be in casual or in free, so I put it in both. Also, this doesn't even have the full amount of ideas, only some. If people like it then i will add some more.
You have three kingdoms, but don't think about them just now, they will come into it later. For now you have you. You start as a mercenary captain with a hundred guys that have buckets for helmets and pitchforks as the pinicle of their weaponry. Unless your a merchant, then you have twenty perpetually drunk swordsmen. Either way you don't start with badass dudes. Captains need to take jobs from the small villages around your area and get money to buy better stuff and your troops get experience, Ill do the whole mission crap later if people actually care about this. Merchants do a lot of trading with commodities and I will make the table up later. I have lots of tables and charts and shit like that to make, but I don't want to make them and then nobody cares. There will be the use of dice via Invisible Castle so i can see you arn't cheating with your rolls, also there will be random number generators with Random.org because you need random numbers, since you can't link your rolls on Random.org I will have to trust you on that. Character sheet will look a bit like this.
Age (your are not 18. Above 25 at the youngest) :
Role (Tactician merchant captain) :
Bio Optional for people that want to do that sort of thing:
Personality How you act in and off the battlefield, I will hand out starting morality based on personality. :
Loyalty (Can change, also isn't around at the start)
Weapon: (Captains only. Spear Is good against cav but poor against sword, sword is good against spear and poor against cav and cav is good against sword but poor against spear. Cav have spears.)
About the Stats: They govern how your guy works, You have 15 to start with and they are capped at 15, so in theory you can max out one stat but it isn't advised. Strength is main stat for captains, intelligence is main stat for tacticians and charisma is main stat for merchants, but all of them need the others as well. With less than 3 intelligence your character can't read or write, which makes receiving orders difficult. If a Tactican has poor charisma then he can't deliver his plan the way he wants it to go, and if a a merchant has poor strength he may be bullied into an offer he doesn't want. Also, side not on the ability. Think of what your role is and work it like that, a Tactician could call an ambush (Ill go into that later) an arrow volley (archers and stuff will be explained later) order a cavalry charge, a tactical retreat and all other tactics stuff. Captains will have a more physical effect with their abilities, such as raising their troops morale (explained later) or lowering the enemies. Reducing damage or increasing damage from an attack with good formation or simply outright killing a set number of troops in the platoon. Merchants won't have any battle field abilities but will affect market prices and such. Abilites can either be passive or active, actives do more immediate damage but have a set cooldown, passives do not do direct damage as often but have no cooldowns and are always active. Troops and your character will gain experiences with fights and ranks, but won't suddenly procure new weapons because they ranked up, that needs to be done by you. Also extreme losses to a division may bump them down a rank depending on the troops used to refill the ranks.
Filled in CS, so you know how to do it, will look like this.
Name: Sean Kabal
Age (your are not 18. Above 25 at the youngest) : 33
Role (Tactician merchant captain) : Captain
Bio: Optional, for people that want to do that sort of thing.
Personality: Sean likes to help the helpless and save all the damsels in distress, if only to get in bed with said damsels which gets him into a lot of trouble a lot of the time. He dislikes honorable things such as killing the innocent or the unarmed and stealing from the poor. He is usually a calm person but has no problem punching someone if they boast about misdeeds they have done. He teaches his men about his own morals and has no problems punishing the ones that steal or start fights without provocation. However he doesn't hold grudges outside of the punishment and treats everyone fairly.
Loyalty (Can change, also isn't around at the start) N/a
Ability: Fearsome Visage: When engaging a enemy unit, they will take 10% morale damage if Sean is with the engaging unit.
Weapon: Iron sword.
Armour: Iron breast plate.
Starting morality: Neutral good.
Troops, they can be found in several locations, such as villages, towns, cities, and pretty much anywhere where there are people willing to join you. But for them to join you you will need money, prestige, or both. The quickest way to get a large army-if you can afford it- is by hiring mercenaries. This will provide the group of mercenaries for the amount they want. Larger parties or stronger troops require more money and the hiring cost is usually high, to cover the food costs and risks on the battlefield. Also mercenaries are not very loyal and can be bought out by your opponent. As such they should not be relied on as a fighting force.
The second way to raise your army is via volunteers, these are people that want to willingly join you and take up there arms to join your banner, however most of these people will be little more than farmers and will have little training with weapons and poor equipment and you will need to be well known either by fame of battle or doing deeds for the place in which the volunteers reside. The upside is that they will not cost anything to keep in your army aside from the food and are loyal to your banner rather than your wallet. These will make up the bulk of your forces. However farmers are not the bravest of people and will run from the field if they see their friends cut down around them.
The third way to gain men is by being part of a faction, when you are part of a faction you will have access to the soldiers of the faction you join. They will come moderately well armed and well equipped as well as highly loyal to your banner. They will hold their ground and fight to the last man to make sure that the battle ends in your favor. However since they are soldiers they will require a wage, which means a larger army becomes expensive to run and should not be maintained for to long.
The fourth way to gain men is by prestige. The people that join you this way are much like the volunteers but will randomly approach you wherever you are, be it in a city or on march. They are free troops and will not require a wage as well as providing their own food. The skill range can go from a band of highly skilled wanderers to a bunch of highly spirited men, either way they will add to your army and not hamper your wallet. However they are not common and require you to be well known though the region before they flock to you.
However your troops join you they will be ranked from Recruit, the farmer with a pitchfork, to Master, magnificently armed men of great strength and valor. If lucky enough a recruit can become an Master soldier but it is rare, the time and money required to raise a recruit division to Master rank makes it extremely difficult. Also Master troops can only be got via your faction's capital training area, each faction caters specifically to one type of soldier. Tevintar trains Master archers, Toffira trains Master cavalry and the Garmall Republic trains Master Infantry. Chose your faction based on which troop you like the most.
Rasing in rank is got by experience in the battlefield, and is as followed.
Green: 10 xp
Regular: 50 xp
Hardened: 150 xp
Veteran: 300 xp
Elite: 800 xp
Master: 1700 xp
A troop of men gain experience by emerging victorious from a battle, the higher the rank of troop defeated, the more experience gained, however if the defeated troop is a lower rank then lesser experience is gained and if a troop of higher rank is defeated more experience is gained. The experience gain for same rank victories is as follows.
Recruit: 2 xp
Green: 5 xp
Regular: 10 xp
Hardened: 35 xp
Elite: 120 xp
Master: 300 xp
Today, combat. Hold onto your brains because it gets slightly confusing.
a division of troops can range from 100 to 1600, each 100 will take up one block on the battlefield, making a large force more difficult to maneuver in tight spots. However the increased manpower will allow you to kill more people, the rule of death is that you need your troop to be 2 ranks above the enemy troop to cause two deaths per unit. Simply put a 100 man recruit division can kill at maximum 100 guys, but a 100 Regular division can kill a maximum of 200 recruits. There is also infantry charges, that will cause an instant amount of loses depending on the rank of the charger, the rank of the charged and other stuff. The charger will also take damage, but at a lesser amount. Flanking will also cause instant loses to a larger degree and will not be detrimental to the flanking unit like charging is. There are tactics to avoid this, like the Captain using a Brace ability to reduce their loses form a charge or the Tactician using a Rear Guard ability to negate the flanking bonus. The other advantage of having a large group of men is that Encircling bonus. This is when you have 500 more troops than the enemy division, it will allow you to double your damage against them, so if you kill 20 men usually you will kill 40 with the encircle bonus, however this does leave you open for a flanking. Cavalry charges will cause devastation in the enemy ranks if they are swordsmen or archers, if they are spearmen then you will take quite a few loses yourself, even more so if the Captain has the spear-wall ability.
The calculation for damage done will be as followed, both people roll-if it is bandits or such you will roll for them (use invisible castle so I know your not cheating)- and if it is against someone else they will roll. It will be on a roll of 1-10. Both people will take damage, because that is how battle is. The goal is to roll higher than your opponent and kill them before they kill you. The damage will be gained via a random number generator-Random.org- and is as followed.
Now, more about ranks, if a recruit fights a green then he will take -1 to his rolls, and increasing -1s for each rank that the enemy is higher, so a recruit fighting a master will get -7 to his rolls. So it is advisable not to engage to high a rank or you will be at a severe disadvantage.
Now, you lot get reading that and I will work on morale and Stamina.