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I think this should be called a Guard instead.
I think your right.
<Snipped quote by Polybius>
I think this should be called a Guard instead.
I think your right.
<Snipped quote by Polybius>
All this talk of brawlers has given me an idea though. What if there were prize fights in certain cities that you could send you mercs to for money. And perhaps you could buy stuff like brawling rings and taverns with the gold your company earns from contracts to give it a steady income.
You mean like arena battles?
So essentially some sort of enterprise system with side businesses? That's totally do-able.
A few more questions, this time focused on lore.
1. What sort of time period are we looking at? I notice there are black powder weapons and pirates abound. Can you name a real-world time period (1800's? 1600's?)
2. Magic is no longer rare, but it remains very powerful. Are there types of magic which are seen as evil in this setting?
3. Is magic something you are born with the talent to use, something you have to learn, or both?
4. What lies beyond the borders of the map?
5. How long has the mercenary age been at hand?
A couple more questions of relevance, this time concerning battles...
6. After at-start-of-battle effects go off (like the Ranger's First Shot ability), do the two forces immediately clash in melee or do ranged fighters attack in a round before the melee fighters clash?
7. How much range do Rangers and Sorcerers have? Two tiles? Three tiles? Ten?
8. Is there an order in which attacks are executed, or does everyone attack at once?
What do you mean by evil magic?
After the Great Old Wars (The Raxas-Karnoras Civil War is lumped in with the G.O.W) there was a period of relative quiet. Everyone was too beat up to really do anything. Small Kingdoms emerged briefly-then were united under stronger warlords. Eventually becoming the modern Kingdoms. About 500 years have passed since the end of the Old Wars. The current 'mercenary' age as you put it falls somewhere in there.
First, let me say battles are not as tactical as you seem to think. There simply is no way for combat to be synthesized like that outside of doing a D&D style play-which I totally am not up for. There are still a lot of things to work out in combat, so I'm holding off on these questions for now. As it stands, both sides attack each other, check defenses and ability scores and deal damage simultaneously . Certain feats like First Shot can give a side the edge it needs to win in battle. I'll get back to you.
I'll rephrase myself and then explain. I wasn't asking if there's evil magic, but if there's magic that's seen as evil. More specifically...
In the context of the setting, are there any kinds of magic which are broadly associated with negative concepts such as evil, wrongness, or generally are viewed as being wholly unacceptable in most societies in this setting / something which ought to be purged?
Basically, I want to know what the "forbidden" magics are, if there are any. I'm not assuming there is such a thing, but asking if there are. For instance, necromancy is typically seen as a "no-no" in most settings, and certain kinds of conjuration (summoning demons or C'thulu-realm beasties) would be seen as bad in others, etc. Are there any brands of magic which are seen in this light by most societies in this setting? And is there a reason why? (Or why not?
I'll wait for your answer, but that's the gist of it is me wanting to know things like...
- How many rows of dudes could I have if I really wanted and still have the guys in the back fire?
- Does the enemy's melee guy in the front row deal damage in the first round at the same time as my archer in the front row?
Just basic stuff that lets me know what to expect and lets me form my basic battle line that I can adjust slightly depending on if any information I get from the contract details is useful. For instance, I'd hate to put guys in the 5th row only to learn that the 5th row is too far away from combat to actually shoot anyone. (Not saying I'd do that, but it COULD happen.)
I assume the First Shot ability is actually very useful because, heck, that's damage that can kill guys before anyone's hits even make contact. Dead guys before the fight starts = less damage to your own guys. I just wanted to double check this stuff because other feats that crop up may make me have to chew on their value, etc.
2. I've been thinking about the suggestions that @rush99999 gave regarding side businesses and enterprises. I really like that idea and wanted more input from people who were (are) still interested in this game?
Combat:
I've been mulling a lot of questions-ran a few battles and crunched some numbers and kind of got fed up with figuring out mechanics. So here's whats going to happen and my reasons for doing so.
1. Combat lines are gone. You just tell me which characters you want to send on a specific job. Damage is dealt immediately an simultaneously. Feats and equipment will give your characters the best advantage in battle. So yes, First Shot is a remarkably awesome feat to take. I want this game to be less tactical, more resource management and progression. The Combat Section will be rewritten and feats adjusted soon.
When you begin, you receive 5 free recruits at 1st level.
Gold: 400g to start. This is for hiring & equipping your men beyond the starting roster of 3.
I'm looking at the OOC thread now.
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The OOC thread is up?