View Full Version : Military units
Garamszegi Karoly
11-30-1996, 12:00 AM
Hello,
I think this idea is good, but there are two things to consider:
1, there is a way to improve your army described in the BR netbook
2, it requires a lot of additional bookkeeping and the original
battlecards will be useless. ( I mean the scores on them - this time I
don't speak about the pictures )
If the DM and the players undertake the additional work, then this
may add a depth to the game - maybe combined the two ways.
IMHO, we may never forget this game is about role-playing,
strategy is just a add-on feature.
Waiting for responses:
Jerry
*** Whip me. Beat me. Make me maintain AIX. ***
John Rickards
11-30-1996, 12:00 AM
> I found that birthright armies were rather static, and that no matter how
> long you had them they never really got any better. What I decided to do
> is based upon the number of times in combat, as well as number of units it
> had killed; after so long I would give the unit leader a choice of raising
> one of that unit's attributes, ie attack power, defence power, you get the
> idea. Similarily I also said that if a domain action was used (one free
> action if your a fighter who has the leadership NWP) you could give any
> one unit which was in the province you were in a point towards gaining its
> next skill up. Thus representing the possibility that a kingdom may have
> spent alot of time training their army, thus giving them a superior
> fighting force.
>
> Point breakdown:
>
> 5 points: 1 skill
> 11 points 2nd skill
> 18 points 3rd skill
> 26 points 4th skill
> 51 points 5th skill
> 101 points 6th and final skill
>
> Gaining points:
>
> 1 point per battle survived. 1 point per unit hit, and 2 points per unit
> defeated
The GURPS mass combat system has a system of advancement as troops
gain in battle experience. Their one is based on number of battles
fought, and initial experience. Although it's incompatible with the
War Cards rules, it may be worth checking out on the SJG website if
you were looking for a system of advancement.
John Rickards
"He who is looking for something has lost something."
"And he who is not looking?"
"He gets run over."
PS. Dan. Hahahahaha.
Paul Jeffery Eves
10-03-1997, 03:28 AM
Calis the merchant here, just thought I would toss an idea out and see
what kind of responses I get.
I found that birthright armies were rather static, and that no matter how
long you had them they never really got any better. What I decided to do
is based upon the number of times in combat, as well as number of units it
had killed; after so long I would give the unit leader a choice of raising
one of that unit's attributes, ie attack power, defence power, you get the
idea. Similarily I also said that if a domain action was used (one free
action if your a fighter who has the leadership NWP) you could give any
one unit which was in the province you were in a point towards gaining its
next skill up. Thus representing the possibility that a kingdom may have
spent alot of time training their army, thus giving them a superior
fighting force.
Point breakdown:
5 points: 1 skill
11 points 2nd skill
18 points 3rd skill
26 points 4th skill
51 points 5th skill
101 points 6th and final skill
Gaining points:
1 point per battle survived. 1 point per unit hit, and 2 points per unit
defeated
Dangerous question, please be gentle, what do ya all think?
(Specific point amounts still under debate and I am currently play testing
these rules. So far so good)
Signed,
The one who never sleeps.
P.S. If anyone is ever interested in picking up Calis' stats, he is a
particularily fun NPC, to play with a group of PCs
Ed Stark
10-03-1997, 03:33 PM
At 08:28 PM 10/2/97 -0700, you wrote:
>Calis the merchant here, just thought I would toss an idea out and see
>what kind of responses I get.
>
>I found that birthright armies were rather static, and that no matter how
>long you had them they never really got any better. What I decided to do
>is based upon the number of times in combat, as well as number of units it
>had killed; after so long I would give the unit leader a choice of raising
>one of that unit's attributes, ie attack power, defence power, you get the
>idea. Similarily I also said that if a domain action was used (one free
>action if your a fighter who has the leadership NWP) you could give any
>one unit which was in the province you were in a point towards gaining its
>next skill up. Thus representing the possibility that a kingdom may have
>spent alot of time training their army, thus giving them a superior
>fighting force.
>
>Point breakdown:
>
>5 points: 1 skill
>11 points 2nd skill
>18 points 3rd skill
>26 points 4th skill
>51 points 5th skill
>101 points 6th and final skill
>
>Gaining points:
>
>1 point per battle survived. 1 point per unit hit, and 2 points per unit
>defeated
>
>
>Dangerous question, please be gentle, what do ya all think?
>(Specific point amounts still under debate and I am currently play testing
>these rules. So far so good)
>
This sounds like a good idea. In one of the upcoming BR products for next
year, I have a system for improving units (war cards), but I think you
should go with whatever seems right (and whatever you have available to you
now).
Ed Stark
Game Designer, Wizards of the Coast/TSR Division
Asst. Brand Manager, BIRTHRIGHT/GREYHAWK/MARVEL Group
TSR Website: http://www.tsrinc.com
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