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Post by Mercia(andreas) on Jul 1, 2016 15:08:41 GMT
Currently the only commander that matters are the one who is the overall General and battle planner(usually the best commander), and secondary "commanders" serve only to either cast magic or have hit points.
So i suggest a new character role during a battle field commander. Field commanders lead with the troops near the front, allowing some units to fight a little better.
A field commander can command a number of units no more than his leadership command stat, providing 0,1 morale per tactics command stat to those units, and providing 1 temporary hit to the units per maneuver stat, and the commanders stats are half rounded down if commanding units that are not, from his own realm or have extensively trained with or fought along with.
Example Field commander onetwothree is a 1/2/3 commander
He is a field commander in a field army lead by awesome commander, field commander onetwothree takes to the front and leads his 3 militia units, due to his leadership command stat of 3, the militias fight with 0,1 extra morale due to onetwothree's 1 in tactical command stat for a total morale of 2,1 , and the militia's ignore the first 2 hits (points) taken in that WM due the onetwothree's 2 in maneuver command stat.
and on a similar note wouldnt it make sense if armour was good for making you survive a battle? So maybe commander damage taken divided 1/10 his AC, then a armor class of 15 would reduce 30 commander damage taken to 20=30/1,5 .
Just a few thought i had earlier today, i like the theme of them so wonder what you think of them.
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Post by X-Nemeth on Jul 1, 2016 16:19:29 GMT
I am all for the dmg reduction which will mainly benefit those classes that will have to decide if they want main stats str/dex or the command stats int/wis/charisma. I also like the idea of a commander leading from the front. However, it will be a lot of work for Linde, unless someone implements it in the battle calculator? Also, I think the number of units should be half your command stat rounded up. The problem is it favors hiring a lot of general court characters.
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Post by Mercia(andreas) on Jul 1, 2016 16:35:52 GMT
I could even see not being able to cast realm magic during a battle as a field commander, as well you dont have much time to just stand and do something specific in close range of enemies who will try to stop and kill you.
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Post by Aethor of Helna (ST) on Jul 1, 2016 16:46:13 GMT
You are limited to your court size in the number of able assistants you can have (for most people, 3-5), so I think it's fair if someone spends all their resources hiring excellent commanders into their court (and promoting them to henchmen & lieutenants as well) that they would be better at commanding troops than a regent who just happens to be awesome at commanding troops, but has spent no resources beyond that.
It doesn't resolve the issue of complexity of course.
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Post by Mercia(andreas) on Jul 1, 2016 16:57:01 GMT
A gross simplification of it would be insted of adding morale and hp, then is just raise the effektive exp of the units. But doesnt quite have the feel.
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Post by Linde (x-GM) on Jul 6, 2016 9:23:30 GMT
Currently the only commander that matters are the one who is the overall General and battle planner(usually the best commander), and secondary "commanders" serve only to either cast magic or have hit points. So i suggest a new character role during a battle field commander. Field commanders lead with the troops near the front, allowing some units to fight a little better. A field commander can command a number of units no more than his leadership command stat, providing 0,1 morale per tactics command stat to those units, and providing 1 temporary hit to the units per maneuver stat, and the commanders stats are half rounded down if commanding units that are not, from his own realm or have extensively trained with or fought along with. Example Field commander onetwothree is a 1/2/3 commander He is a field commander in a field army lead by awesome commander, field commander onetwothree takes to the front and leads his 3 militia units, due to his leadership command stat of 3, the militias fight with 0,1 extra morale due to onetwothree's 1 in tactical command stat for a total morale of 2,1 , and the militia's ignore the first 2 hits (points) taken in that WM due the onetwothree's 2 in maneuver command stat. and on a similar note wouldnt it make sense if armour was good for making you survive a battle? So maybe commander damage taken divided 1/10 his AC, then a armor class of 15 would reduce 30 commander damage taken to 20=30/1,5 . Just a few thought i had earlier today, i like the theme of them so wonder what you think of them. I like the idea, but it is not on the top of my priority list.
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