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Author Topic: Help me optimize d20 Warfare  (Read 1463 times)
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KellKheraptis
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« Reply #40 on: September 07, 2009, 02:57:17 PM »

Quote
Monstrous humanoid: These are some weirdos and unlikely to be found in large numbers, but they can help fill niche roles.  Choice picks: maybe minotaurs or umber hulks?

Don't forget Feral [practically anything]. Stupid template is too nice for its own good...

Feral Minotaurs...with minotaur greathammers...a highly mobile strike team that can charge through enemy lines and also acts as the night guard because you CANNOT sneak up on them Big Grin
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Amadi
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« Reply #41 on: September 07, 2009, 03:06:54 PM »

I really think that an E6 game would be a good testing ground for D&D 3.5 warfare, since it's the point where undead come on board as a cheap option, but the really crazy stuff is still unobtainable, and a spellcaster is still more useful as a support guy than anything.

I agree, generally, E6 is one of the only ways to possibly come up with "realistic" answers given any possible situation. It is probably my favourite variant.

So..

1 ECL 6 character with 8 bonus feats.
2 ECL 6 characters with 4 bonus feats.
4 ECL 6 characters with no bonus feats. (1 NPC-class one.)
10 ECL 5 characters. (4 NPC-class ones.)
18 ECL 4 characters. (8 NPC-class ones.)
60 ECl 3 characters. (30 NPC-class ones.)
350 ECL 2 characters. (200 non-commmoner NPC-class ones. 50 commoner/NPC class multiclasses. 50 pure commoners.)
4000 ECL 1 characters. (1000 non-commoner NPC-class ones. 2750 commoners.)

All NPC-classers are humans/elves/dwarves. (Depending on what kingdom it is. Use sense, it is not likely there'd be a kingdom of this size of halflings, gnomes or even wood elves.)
50% of PC characters must be humans/elves/dwarves (The same type as the soldiers.)
Up to 10% of PC characters may be monster characters (LA 1+), with the exception that no monster classes are allowed. Rest of the PCs can be of any "normal" 0 LA race (No anthropomorphic bats/lolstuff.).
NPC-characters use Elite Array, characters use 28PB. Unlike normal E6 system, they lose a level as normal instead of taking hits to PB. No level buyoff is available.

Seems about fair? Characters have their ECL worth of gold/equipment, that they are not very willing to give away for common efforts, expect losses in morality should you try. What would be a good amount of gold for the kingdom to spend on whatever?
« Last Edit: September 07, 2009, 03:10:41 PM by Amadi » Logged
KellKheraptis
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« Reply #42 on: September 07, 2009, 03:34:19 PM »

Only slightly OT, but where can I find the exact rules for E6?  I've heard a lot about it and see it referenced all over here (and 339 before the nuking), but never saw what all changes it made.
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Amadi
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« Reply #43 on: September 07, 2009, 03:47:40 PM »

Only slightly OT, but where can I find the exact rules for E6?  I've heard a lot about it and see it referenced all over here (and 339 before the nuking), but never saw what all changes it made.

http://esix.pbworks.com/f/E6v041.pdf
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Akalsaris
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« Reply #44 on: September 07, 2009, 10:21:32 PM »

Hmm...I'll take a stab at this one.  It won't be the most powerful kingdom around, but it will probably serve as a decent benchmark.

The Army of the Grand Alliance
Fluff: An alliance of dwarves, elves, and humans, the Grand Alliance as a single army works to protect their three kingdoms.  Surrounded by powerful necromancers and conjurers (Hey, at ECL 6 you know there'll be necromancer-kings!), the Alliance works to maintain the power of "good" in the world.  They disdain other races (even half-orcs and half-elves!), and do not recruit monstrous races or the undead into their forces.

Tactics: The Army of the Alliance is a ponderous, slow-moving force - but few opponents can survive the onslaught once its dwarves reach the enemy.  The dwarven infantry forms the core of the force, while human cavalry works as support for the dwarven forces, riding swiftly to wherever their allies need the most aid with crusaders, bards, marshals, and clerics.  The elves provide the least to the forces in numbers, but make up for that in magical support, which is typically used for divinations and Dispel Magic and similar reactive spells rather than proactive spells such as Fog Cloud. 

Gold spent: The Army of the Alliance spends most of its gold on fortifications and siege equipment, and on maintaining the treasure hordes of a small cadre of silver and gold dragons that work with the Army.

1 ECL 6 character with 8 bonus feats.   Lord Jhoram, Human Cleric 6 of Pelor
2 ECL 6 characters with 4 bonus feats.  Thane Beardstone and Arcanist Pallast, Dwarf Cleric 6 and Elf Abjurer 6 respectively.
4 ECL 6 characters with no bonus feats. (1 NPC-class one.)  Let's grab a human warlock for scouting, a pair of human druids for battlefield control, and a human expert as a spymaster/skills guy.
10 ECL 5 characters. (4 NPC-class ones.)  Let's grab 6 elven abjurers and 4 elven adepts.
18 ECL 4 characters. (8 NPC-class ones.)  10 human cleric heavy cavalry, 8 elven adepts
60 ECl 3 characters. (30 NPC-class ones.)  30 human cleric heavy cavalry, 30 elven warriors (archers)
350 ECL 2 characters. (200 non-commmoner NPC-class ones. 50 commoner/NPC class multiclasses. 50 pure commoners.)  20 human crusader heavy cavalry, 20 human marshal  heavy cavalry, 10 human bard light cavalry, 200 dwarven warrior heavy infantry, 50 expert/commoner elven scouts, 50 human commoner siege engineers
4000 ECL 1 characters. (1000 non-commoner NPC-class ones. 2750 commoners.) 250 human crusader light cavalry, 1000 dwarven warrior heavy infantry, 2750 human commoner conscripts

There's a basic army, anyhow  Big Grin

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