Hidden 11 yrs ago Post by Herzinth
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I decided to try and minmax the system. Using a province build that Jorick came up with (1 Capital City; 3 Medium Cities; 4 Fortresses; 29 Plains/Rivers) we get 384 RP. Go with Snotlings. Slave regiment snotlings. We get 614,400 soldiers, or 3072 regimens of infantry and/or archers.

Of course, you could also make them zombies, in which case each one costs ~-0.93 RP, resulting in infinite RP and thus infinite armies.

EDIT: Anything that costs 4 RP can be made into slave zombies in order to gain infinite amounts.
Hidden 11 yrs ago Post by Elendra
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1) Sorry Kad this stuff just kinda happens

2) Can you use Runes of Flying on the armour worn by a Leviathan to make it fly? I'm not going to do that because if it goes nuts OH GOD THE HORROR but still
Hidden 11 yrs ago Post by Meth Quokka
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Herzinth said
I decided to try and minmax the system. Using a province build that Jorick came up with (1 Capital City; 3 Medium Cities; 4 Fortresses; 29 Plains/Rivers) we get 384 RP. Go with Snotlings. Slave regiment snotlings. We get 614,400 soldiers, or 3072 regimens of infantry and/or archers.Of course, you could also make them zombies, in which case each one costs ~-0.93 RP, resulting in infinite RP and thus infinite armies.EDIT: Anything that costs 4 RP can be made into slave zombies in order to gain infinite amounts.


BRB, changing my sheet :p
Hidden 11 yrs ago Post by Jorick
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I do not apologize for my min-maxing investigations to allow Herzi's crazy numbers.

Atop that, with a necromantic society of small and tiny races, due to the -1 cost for zombies you could technically have infinite hordes of zombie Snotlings, Gnomes, Goblins, Night Goblins, Halflings, Kender, Kobolds, Murioanthrope and still have 4 race points left over to get Centaurs or something.
Hidden 11 yrs ago Post by Kadaeux
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Ok, your traits points are good.

You've spent 4 more Territory points than allowed though. 104 instead of 100.

Your Army, Air Force and Command may require some adjustment because of it.



Yours is good so far mate.

@Kangaroo: All looks good so far.

@Jorick: Yours looks good so far as well.

Ok. That's all the page 1-ers so far.

Page 2 a bit later.
Hidden 11 yrs ago Post by Kadaeux
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Herzinth said
I decided to try and minmax the system. Using a province build that Jorick came up with (1 Capital City; 3 Medium Cities; 4 Fortresses; 29 Plains/Rivers) we get 384 RP. Go with Snotlings. Slave regiment snotlings. We get 614,400 soldiers, or 3072 regimens of infantry and/or archers.Of course, you could also make them zombies, in which case each one costs ~-0.93 RP, resulting in infinite RP and thus infinite armies.EDIT: Anything that costs 4 RP can be made into slave zombies in order to gain infinite amounts.


Of course that is possible, except that minimum number possible is 1. :p

And if you tried to use it in game... well you'd have a lot bigger problems than the smell of undead :p

Elendra said
1) Sorry Kad this stuff just kinda happens

2) Can you use Runes of Flying on the armour worn by a Leviathan to make it fly? I'm not going to do that because if it goes nuts but still


Sure. But watching it suffocate would be unpleasant. :p
Hidden 11 yrs ago Post by Elendra
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Snotlings 0.5 Tiny
Gnomes 0.5 Tiny

Makes it seem .5 is the least, not 1? But if the minimum is 1, so I guess you have to make them do a thing that gets them more than .5?
Hidden 11 yrs ago Post by Elendra
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Nation Name: Most Serene Republic of Nuinesia
Demonym: Nuinesian

Races of the Nation: 18 points spent
--Dragons; Power and greed incarnate, the Dragons have a lot of arrogance about just how great they are, and to be fair, they’re not often wrong about just how great they are indeed.
--Kobolds; Not much has changed for the Kobolds of Nuinesia after the unification, they are still peasants and soldiers. Just now they have a much higher standard of living. Who could complain?
--Naiads; Beautiful and aquatic, they make up most of the management and merchant class. Always near the water, specific structures have been made to accommodate them better as well.
--Coastborn; Strong and clever, the Coastborn are responsible for the walls once so mighty they could stand upon wetlands and not falter. Upon solid rock, and with the furnace of gods are their disposal, there is little they cannot do.

Nation History: Long ago, the islands of Nuinesia were inhabited primarily by Kobolds, and a handful of Dragons. They were less than civilized, although you be careful to not suggest that to the Dragons. The Kobolds were little more than slaves for their Dragon masters, and there was plenty of warring between the islands over the limited wealth there, broken up on occasion by a volcanic eruption. Such was the way for a long time.

Far away on distant shores, living amongst the fertile crescents of other more powerful and aggressive peoples, were the Naiads and Coastborn. Through only strict adherence to their internal order were they able to survive in the marshes against outsiders. The Naiads worked hard to bring about alliances or temporary peace, while the Coastborn did marvels, building stone walls upon swamplands. The arrangement couldn’t last, however.

So it came that the Naiads called in all of their favours to arrange the various peoples of the region to engage in war with each other through an elaborate series of lies. While their war raged, the Coastborn built a fleet of colony ships, the flagship being the Pele. Not everyone could leave, and many had to be left behind to die when the ships left, they being the old and infirm.

After risking Leviathan infested waters, the Pele and other ships finally arrived on a foreign shore, and found it only inhabited by Kobolds as far as they could tell. Not wishing to be an aggressor, they built simple settlements on the shore and began to work peaceful agreements with the Kobolds, and through them learned that they served a mighty Dragon.

It was a strange and tumultuous period, the unification that followed. They appealed to the one thing they knew and were secure in knowing about Dragons. Their greed. They saw how hard the Kobolds could fight (at the behest of a Dragon, at least), and knew how strong the Coastborn could build ships, and what just the threat of a Dragon would do, and just how soothing and pleasing a Naiad diplomat could be. How soothing and wonderful a Naiad merchant could be.

So an arrangement was made. The immigrants from the continent began to build their cities and live, sending out ships with Naiads, Coastborns, and Kobolds. They arrived at old familiar shores, and new ones, and the very notion of them safely traversing Leviathan waters was enough for some to begin investing in trading through them, at a fee. A fee that the Dragons very much so loved taking in. They were nervous at first, but when the gold began to flow, the flow only got larger and larger.

Truly, it was the beginning of a beautiful, and beneficial friendship. Also, necromancy.

Important Characters:
Her Majestic Serenity, Masina Ahu, Most Serene Queen of Nuinesia, Serene Princess of Magna Nuinesia, Lady Mayor of Atunaes, Matriarch of the Ahu Family

The wealthiest Naiad in the realm, she was able to win the Matrician Election and is now in power for the rest of her life. She is the second Masina Ahu to hold the title of Most Serene Queen, the first being her great grandmother. She’s a skilled diplomat, leader, and merchant. Her personal trade connections are expansive and influential, built upon those of her mother. Her Grandmother is responsible for the family nearly losing all political and economic power, and is still a sore spot.

Her Graceful Serenity, Lona Ahu, Most Serene Princess of Nuinesia, Princess Royal, Heir Apparent of the Ahu Family

The eldest daughter of Most Serene Queen Masina II, she is a great merchant, but not as versed in non-mercantile diplomacy. In the case of the death of her mother, she will receive a fortune to put into the election process of Nuinesia in a bid to rise to power. Although she is still young, she is quite the contender against the Matriarchs of the other head families.

Her Serenity, Ikawa Laie, Serene Princess of Au Toia, Lady Mayor of Atutoi, Matriarch of the Laie Family

The newest of the head merchant families has to be the Laie family. Originally a minor backer of various small economic ventures, her mother was able to secure various agreements that would become more important later. When she died, Ikawa made her move upon them, and soon began to amass a great wealth. With it, she was able to usurp the seat of power in Au Toia during an election, preventing the Pehoke family from ruling two islands.

Her Serenity, Niakapu Pehoke, Serene Princess of Kume, Lady Mayor of Kumeala, Matriarch of the Pehoke Family

Serene Princess Niakapu has a bit of a grudge against Serene Princess Ikawa, for taking what she felt should have been her birthright when her mother died. She invested a lot of money into gaining both seats, but she almost lost both of them until she redistributed them into a single election bid, securing Kume. She’s trying to increase her own local businesses to try to ensure that her daughter gets what she feels a bit robbed of.

His Greatness, Haum Drere, Great Prince of Tongale, Lord Mayor of Tonhon

The oldest patrilineal descendant of the creator of the Pele Colony Ship, Great Prince Haum rules over the island Fortress that is Tongale. Despite his lineage, he’s not as great of a ship builder as his ancestor. He’s much better at masonry, and speaks with a draconic authority that the Kobolds are very respectful of. He is married to Great Princess Pola Drere, a Naiad.

His Greatness, Opono Watu, Great Prince of Drakele, Lord Mayor of Skull Rock

It’s almost strange, for a Kobold to have risen in political power, but Great Prince Opono has pulled it off, partly due to his clever wordsmithing having been found amusing to Broodlord Apepi, who threw his support behind the Kobold to rule the Fortress of Skull Rock. Opono’s good friend, Sir Whati, have together been working against their worst internal threat, Paha’o.

Her Greatness, Hima Mari, Great Princess of Kurau, Lady Mayor of Kurale

Great Princess Hima, sometimes known simply as Hima the Sapphic due to her marriage to Great Princess Vela, a Naiad. She maintains a secondary marriage as well for the purpose of producing children as well, to ‘Great’ Prince Wor, although he is usually just called Prince Wor due to her preferred and primary marriage being to Great Princess Vela.

Tahwiri Broodbrothers;

The four Dragon Liches, actually 3 brothers and a sister; these are considered to be the most important dragons to the islands. Each now lives on a different island, with their ‘mate’. They have shown the greatest level of skill, and are usually those that demand the most Kobold respect as well. They are as follows:

--His Majesty, Apepi Tyrel, Broodlord of Drakele, Protector of Skull Rock, Guardian of the People.
--His Majesty, Atele Tyrel, Broodlord of Kume, Protector of Kumeala, Guardian of the People.
--His Majesty, Arum Tyrel, Broodlord of Au Toia, Protector of Atutoi, Guardian of the People.
--Her Majesty, Ailea Tyrel, Broodlady of Magna Nuinesia, Protector of Atunaes, Guardian of the People.

Sir Whati Mahe, Paragon of Drakele, Arch Prince of Skull Rock, Guardian of the People

The leader of an ‘anti-terror’ task force, he’s the closest the islands have to a truly brave Kobold. He’s the main front against the Cult of the Ancient Dragons, and is engaged in a subtle battle against the more nefarious forces of them. His skill come from now detecting potential sabotage and finding hidden covens of the cultists, to get rid of them. He’s been pushing for more support from the rest of the islands, but given the still small nature of the threat he has yet to receive it beyond many Kobolds flocking to his banner.

High Priest Paha’o

His titles fabricated based on ancient scrolls that may not even apply to his bloodline, Paha’o claims to be the rightful ruler of Drakele, and further that the island should be given independence from the rest of the Republic, and be made a pure draconic paradise. He believes that violence is justifiable towards this end. Some, a minority, of his followers agree with that line of thought. Most others are against violence that may hurt other Kobolds, or are little more than disenfranchised youths whom just need a stern look from a Dragon to fall back into line. Others? They’re willing to defy even a Dragon for what they think ‘The Greater Good’.
Traits:
National Traits: 5
--Riverfolk; Islandfolk may be a more apt term, however.
--Agents Everywhere
--Watchtowers
--Manipulative
--Unsoiled Reputation; Diplomatically awkward with undead servants? Yes. Evil? No.

Population Traits: 6
--Aqueducts
--Public Baths; Wanna bathe with the Naiads?
--Small Town Talk
--Fair Law
--Loyal
--Talented

Academic Traits: 4
--Tradesmen Academy
--Medicine
--Institute of Commerce
--Schools

Military Basic Traits: 2
--Many Walls
--Strategists

Archery Traits: 4
--Dragon Bows; Heh, heh, pun.
--Block Out The Sun
--Perfect Fletching
--Archery Range

Infantry Traits: 0
--None

Cavalry Traits: 0
--None

Navy Traits: 9
--Shipwrights
--Master Shipwrights
--Windriders
--By the Winds
--Lords of the Oceans
--Sea Serpent
--Shipwrights of Legend
--Master of All that Floats
--Heavy Ships

Airborne Traits: 1
--Runes of Flight; What’s scarier than mega ships with all those traits? Flying ones!

Tradesman Traits: 12
--Master Carpenters
--Master Shipbuilders
--Master Stonemasons
--Master Smiths
--Master Glassblowers
--Smiths Without Equal
--Fish the Seas
--Siege Stores
--Strong Stone Foundations
--Bang for your Buck
--Industrious
--Buy Only The Best

Merchant Traits: 9
--Silk Roads; Islands monopolizing sea trade, yay!
--Deep Pockets and Long Arms
--Super Caravans
--Welcome Sight
--Trade Tongues
--Diplomatic Savants
--Gold Worshippers
--Exotic Trade Goods; Breadfruit? What the fuck is that anyway?
--Longstanding Merit of Trade

Magecraft Traits: 5
--Arch Spellcaster
--Force Magic
--Necromancy
--In Power Reanimated

Monster Traits: 5
--Breed them for Speed
--Beast Armour
--Great Wyrm; Don’t confuse this creature with a Dragon. Dragons hate it when you do that.
--Beast Catchers

Mechanist Traits: 0
--None

Flaws: (2) 4
--Cult of the Ancient Dragons; There are plenty who would rather embrace the old ways from before the Naiads and Coastborn arrived. Mostly Kobolds. They preach some degree of racist rhetoric, although at the behest of the Dragons, most of the city Kobolds are, even if racist against those who are higher on the social ladder, aren’t going around killing Naiads or Coastborn…
--Dangerous Cults; Oh, I guess some of them do actually try to kill Naiads and Coastborn. More of a worry in the countryside, to be fair.
--Bound By Tradition; Yes, a proud naval and mercantile tradition! Unfortunately, those who do not appreciate such things, specifically don’t appreciate just how good of a job they do patrolling the waters, even during months others would rather be at home… well other than taking their coin for goods and services, who needs them anyway?
--Abominations Against Nature; They’ve been isolated for so long, that the idea of undead helpers and aids just became second nature to them. While others may be jarred by their having them around, they too are surprised by foreigners’ lack of them.

Custom Traits:
--Precautionary Measures; Just because the Naiads are ultimately honest traders (most of the time) doesn’t mean that other people are as well. From picking out scams and swindles, to having a reliable network of volunteers across the islands, whenever someone tries to stick their hands into the nation’s coffers, or do anything to harm industry, it is usually caught before it can go into effect.
--These are OUR Seas; When your naval forces engage enemy forces in native waters, or along already established and currently being used trade lanes and seaways, they fight with increased fierceness and skill in order to maintain control over waters perceived as their own. Further, if a trade route is ended, for some time after, the waters will still be eligible for this bonus as naval forces try to prevent any other merchant navy from working the area safely if they so desire, trying to retake their claim.
--Volcanic Eruptions; The biggest problem with living on an island chain made by volcanoes, is that you’re living on a volcano. While they haven’t erupted recently, it’s not beyond belief that one of them may have an eruption in it soon. Making sure that when they do pop they don’t destroy more than necessary is one of the duties of the Lich Dragons. More dead to use for labour and war is one thing, but it’s another thing entirely for them to just be encased in stone.
Territory: (divided by island)
--Capital City; 0; 30RP
--Forest Province; 2; 4RP
--River Province; 2; 6RP
--Mountain Province; 5; 4RP
--Coastal Province; 4; 6RP
11 PP; 50RP
Island Name: Magna Nuinesia
Settlement Name: Atunaes
Description: Besides the port towns dotting the coast every so often, little is left of the original settlements of Nuinesia. The older more paranoid Nuinesians built further inland with the intermediary territory as a warning ground. Otherwise, Atunes is thought to be the most beautiful of the islands.

--Fortress; 6; 30RP
--Coastal Province; 4; 6RP
--Mountain Province; 5; 4RP
--River Province; 2; 6RP
17 PP; 46RP
Island Name: Drakele
Settlement Name: Skull Rock
Description: Originally uninhabited before the arrival of the Naiads and Coastborn, Drakele was the battleground for many wars. The past has left the landscape oddly defined, and there are many tombs left undiscovered beneath the surface, perfect for the Liches to harvest for more labourers or soldiers if need be.

--Medium City; 6; 20RP
--Coastal Province; 4; 6RP
--Mountain Province; 5; 4RP
--Forest Province; 2; 4RP
--River Province; 2; 6RP
19 PP; 40RP
Island Name: Au Toia
Settlement Name: Atutoi
Description: Atutoi, also known as the Jewel of Nuinesia is the most artistic of its three magnificent cities. If one was to seek an artist to give patronage to, it would be here. The structures were simple and elegant, but the designs now put into them rival the natural beauty of Kume.

--Fortress; 6; 30RP
--Coastal Province; 4; 6RP
--Mountain Province; 5; 4RP
--River Province; 2; 6RP
17 PP; 46RP
Island Name: Kurau
Settlement Name: Kurale
Description: Wetter than the other islands, it strangely seems to experience the most rainfall. It was Kobolds from this island that first learned how to tame the mighty Leviathan, as it was said they already had the cold waters of the beast flowing through their veins. Naiads really enjoy the countryside here as well.

--Medium City; 6; 20RP
--Coastal Province; 4; 6RP
--Mountain Province; 5; 4RP
--Forest Province; 2; 4RP
--River Province; 2; 6RP
19 PP; 40RP
Island Name: Kume
Settlement Name: Kumeala
Description: Easily the most beautiful island of Nuinesia, its features are pristine when not majestically cultivated by the combined efforts of Kobolds and Coastborn. One of the few islands that originally had Great Wyrms on it before they were bred for defense purposes.

--Fortress; 6; 30RP
--Coastal Province; 4; 6RP
--Mountain Province; 5; 4RP
--River Province; 2; 6RP
17 PP; 46RP
Island Name: Tongale
Settlement Name: Tonhon
Description: The smallest island by far by landmass, due to the massive crater inside of the River Province, that has since become quite the lake. Currently the lake which has been used as an internal hub of trade has had work done to it through trench diggers and such to try to build a more direct canal or channel to the coast to speed things up.

268 Regiment Points
67 Command Points / Monster Points / Air Force Points

Army: (divided by island)
Island Name: Magna Nuinesia
--2 Royal Guard Kobold Ranged Regiments; (10 RP) (400 troops)
--1 Royal Guard Kobold Infantry Regiment; (5 RP) (200 troops)
--1 Revenant Dragon Regiment; (13 RP) (1 troop)
--2 Revenant Kobold Ranged Regiment; (8 RP) (400 troops)
--2 Wight Kobold Ranged Regiments; (6 RP) (400 troops)
--1 Revenant Kobold Infantry Regiment; (4 RP) (200 troops)
--2 Kobold Ranged Regiments; (2 RP) (400 troops)

Island Name: Au Toia
--1 Revenant Dragon Regiment; (13 RP) (1 troop)
--1 Revenant Kobold Ranged Regiment; (4 RP) (200 troops)
--5 Wight Kobold Ranged Regiments; (15 RP) (1,000 troops)
--2 Wight Kobold Infantry Regiments; (6 RP) (400 troops)
--2 Kobold Ranged Regiments; (2 RP) (400 troops)

Island Name: Kume
--1 Revenant Dragon Regiment; (13 RP) (1 troop)
--1 Revenant Kobold Ranged Regiment; (4 RP) (200 troops)
--5 Wight Kobold Ranged Regiments; (15 RP) (1,000 troops)
--2 Wight Kobold Infantry Regiments; (6 RP) (400 troops)
--2 Kobold Ranged Regiments; (2 RP) (400 troops)

Island Name: Drakele
--1 Revenant Dragon Regiment; (13 RP) (1 troop)
--1 Revenant Kobold Ranged Regiment; (4 RP) (200 troops)
--5 Wight Kobold Ranged Regiments; (15 RP) (1,000 troops)
--2 Wight Kobold Infantry Regiments; (6 RP) (400 troops)
--2 Kobold Ranged Regiments; (2 RP) (400 troops)

Island Name: Kurau
--2 Elite Dragon Regiments; (24 RP) (2 troops)
--6 Elite Kobold Ranged Regiments; (18 RP) (1,200 troops)
--2 Elite Kobold Infantry Regiments; (6 RP) (400 troops)
--2 Kobold Ranged Regiments; (2 RP) (400 troops)

Island Name: Tongale
--2 Elite Dragon Regiments; (24 RP) (2 troops)
--6 Elite Kobold Ranged Regiments; (18 RP) (1,200 troops)
--2 Elite Kobold Infantry Regiments; (6 RP) (400 troops)
--2 Kobold Ranged Regiments; (2 RP) (400 troops)
Command:
--Kobold General; (3 CP) Sir Whati Mahe
--Dragon Lich x 4; (64 CP) Tahwiri Broodbrothers

Monsters:
--Great Wyrm x 4; (60 CP) (8 Great Wyrms)

Air Navy:
--Enchanted Flying Galleon x 3; (60 AFP)

Wet Navy:
--Sea Serpents x 7; (700 Gold)
--Galleon x 6; (1,500 Gold) (3 flying, see Air Navy)
--Schooner x 20; (1,000 Gold)
--Caravel x 8; (800 Gold)
Hidden 11 yrs ago Post by Kadaeux
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Elendra said
Snotlings 0.5 TinyGnomes 0.5 TinyMakes it seem .5 is the least, not 1? But if the minimum is 1, so I guess you have to make them do a thing that gets them more than .5?


They're unusual units, your min-max idea still wouldn't work.

But you REALLY don't want to depend on Snotlings and Gnomes :p
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A few things more, thanks for ansering the questions so far.

Would it not make sense for Legion to require Superior Training? Also possibly applies to the other traits that make Infantry/Cav/Archers better than average.

Also, would Warrior Monks cover things like Holy Orders or is that a trait I might need to develop? Though I dont really know what I can do to make Holy Orders a unique trait...
Hidden 11 yrs ago Post by Meth Quokka
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Kadaeux said
They're unusual units, your min-max idea still wouldn't work. But you REALLY don't want to depend on Snotlings and Gnomes :p


What sort of detail are you expecting on Important Characters?
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Iarumas said
A few things more, thanks for ansering the questions so far.Would it not make sense for Legion to require Superior Training? Also possibly applies to the other traits that make Infantry/Cav/Archers better than average.Also, would Warrior Monks cover things like Holy Orders or is that a trait I might need to develop? Though I dont really know what I can do to make Holy Orders a unique trait...


Legion is another one I thought hard on. I decided not to make it require it and reflect more the formation nature than the skill level.

Warrior Monks might cover things like Holy Orders yes.
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Kangaroo said
What sort of detail are you expecting on Important Characters?


Name, a description/picture (your choice), a little bit of history, and naturally, race.
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Kadaeux said
Name, a description/picture (your choice), a little bit of history, and naturally, race.


Fair enough. I'll get to that.
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My NS is completed and ready for your full judgement.
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My sheet is now done with the numbers and traits stuff. History and important figures still to be done, but if I could get a second check to make sure I didn't screw up my numbers anywhere and to make sure my unique traits are fine, that'd be great.
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Do Pegasus and other winged mounts count as beasts?

What does Thunder of Hooves actually give you? A better cavalry charge?
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(yet)Unnamed Nation









































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Kadaeux said While Sini has part of it, the biggest part of it is simply that, Cannons and Musket are simply too overpowered. While magic (can be be much more overpowered) is limited to a few of talent, as the saying goes, any idiot can use a gun. Also, fun fact. The Roman Empire actually had invented a steam engine. They just didn't know what to do with it so it was a pure novelty.


No, any idiot cannot use a gun. Even modern firearms, though easier to handle and being of superior technological background, cannot be utilized correctly by any random smuck that chances upon one. Like any weapon, firearms require a certain level of experience, talent and finesse to use correctly and efficiently. While the firearm (generally) boasts more stopping power than the crossbow, shortbow or longbow, early firearms were prone to catastrophic failure, which in turn often resulted in the death of the operator or the loss of his hands.

You also need to ask yourself just what 'type' of gunpowder weapon you're working with. Gunpowder technology is not just limited to muskets. You also had early gunpowder weaponry dating all the way back to the 11th and 12th centuries, like hand-cannons, hand-held bombs (which were basically an early form of grenade), rockets (which later evolved into primitive rocket artillery, which was extremely effective during the era it was used), and mines (these existed, but were only effective when under the care of a man watching the mine, who would trigger it when an enemy walked over it).

Cannons ranged from gargantuan (and rather dangerous) brass-forged 'superguns' firing stone balls to the iconic smoothbore breech-loading cannons that we're all so familiar with. Mortars existed as well.

I'm not going to go into a massive history lesson here, but in order to seriously understand capability of the firearm and the tactics employed by those armies that chose to adopt it (most notable that of the early 'Pike and Shot' strategy and formations), as well as the different types of firing mechanisms later and more advanced smoothbore muskets used. The wheellock, matchlock and flintlock come to mind.

If you're worrying about firearms being overpowered, then direct your gaze to flintlocks utilizing rifled barrels, weapons firing Minié balls and flintlocks utilizing percussion cap technology. Combined, a weapon of this make can, in a sense, be considered 'overpowered' for a setting featuring mages and archers, as a man equipped with one of these and two weeks of training is more or less a force to be reckoned with.

In addition, if you're worried about the relative ease-of-use associated with the firearm, I suggest you remove crossbows from the game as well. They, like their gunpowder counterparts, required little training to use and could be given to conscripts withdrawn from the regional peasantry in times of conflict. They were also highly destructive (and deadly accurate), if not lacking in rate-of-fire. However, If used correctly, they were powerful tools.

There's also this: http://en.wikipedia.org/wiki/Arbalest

...Which is basically a crossbow on steroids and will gut a plate-armored knight and probably the man standing behind him at a distance of 300m. Rate of fire? Two bolts per minute (provided the user was seasoned and of sufficient strength and agility). Two shots per minute was about the same rate-of-fire an early firearm user could expect (though, this was probably truer for those that used early matchlock firearms like the Arquebus).
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I approve of your signature asta. Can I call you spear?
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