Crake
I AM THE STORM THAT IS APPROACHING
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but I'm not sure Oathkeeper would like being cheated with something else other than Booty the Boot Dagger.
but I'm not sure Oathkeeper would like being cheated with something else other than Booty the Boot Dagger.
Future enemies learning that destroying the McGuffin Blade requires killing a mythic true dragon archmage:@Goldfish Off-topic, but if Richard picks up Legendary Item for Oathkeeper--
The pre-requisite for this could appropriately be that Viserys has to be killed before one can destroy Oathkeeper.
Abilities three for one pick-up would be Foe-Biting, Powerful and Unstoppable Strike.
Imagine a DR bypassing, Surge of Fortune (from an item?)'d, Foe-Biting Unstoppable Diamond Nightmare Blade? Not for the faint of heart!
The true DragonParadox all along: Killing Viserys requires destroying Oathkeeper.Future enemies learning that destroying the McGuffin Blade requires killing a mythic true dragon archmage:
Thank god that the inevitables are all dead, pretty sure that we'd be able to hear their heads explode from the prime material if we somehow pulled that off.The true DragonParadox all along: Killing Viserys requires destroying Oathkeeper.
Looks really good, with the higher number of Greater Devil Hosts they can make for fast, crushing victories in individual battles.@Artemis1992, this is what I meant with "it's kinda working as intended". As they fought earlier, it made sense for the Devils to not put much of a dent into the undead hordes. Now that they actually capitalize on their openings, the undead prove about as little of a challenge for them as expected.
@DragonParadox didn't reply to my question earlier, but I don't think he would have a problem with Garin being able to hide from Lifesense. Between his other stealth-oriented abilities, including Darkstalker that already allows him to hide from Blindsight/Blindsense, Scent, and Tremorsense, and his semi-vampiric nature as a Dhampir, being able to spoof Lifesense would be very fitting. With Mind Blank no-selling Mindsight, that pretty much covers all of the bases for easily detecting Garin. Good fit for the Path of the Darkstalker, eh?
The Illithidae occasionally do end up in battle with their chaff (see Tick 29), though they usually just bail on them, since that one Illithidae unit can't stand up to all those Devils coming in. There are a few more instances of this happening in the Ticks that I had to cut for brevety, but overall the Illithidae just rolled pretty crap for joining battles in the example I ran.Looks really good, with the higher number of Greater Devil Hosts they can make for fast, crushing victories in individual battles.
If I had one thing to say that's strange it is that they get to battle the Skum and Sahaguin again and again without the Illithids intervening. Those are propably mobile enough that they should be able to get there and deal some damage before their meatshields are all dead.
For all other cases it's quite realistic that they can't reinforce attacked allies in the time it takes for the Devils to strike and run.
Pretty much. The solution against ultra-mobile enemy forces is to have your own ultra-mobile forces that can respond to them.That is a problem. On a tactical level it's not a big deal, but if the enemy is doing nothing but denying you battle and whittling away at you at their leisure, that limits your options severely. I would say that the air force limits protracted engagements with the Legion to 1 hour or less, but that's ample time to accomplish a mission. No, what you need for entire hosts of teleporting devils is something that has a modicum of similar mobility, and then nothing but hard points for Legions. Those can be made easily with Titan's Tools, forcing any skirmishing attacker to pick between hard targets and being chased by more mobile forces like Praetorians.
One thing worth mentioning, while it's true that we have a strategic response to skirmishing (air transit), we also are gaining a Tactical-scale response to devil raids too. Lya's teleportation chamber will allow strike teams of Praetorians to be TP'd out to hot-zones all over a battle-scape.The Illithidae occasionally do end up in battle with their chaff (see Tick 29), though they usually just bail on them, since that one Illithidae unit can't stand up to all those Devils coming in. There are a few more instances of this happening in the Ticks that I had to cut for brevety, but overall the Illithidae just rolled pretty crap for joining battles in the example I ran.
Overall, the force composition there is just for testing. Five Greater Hosts are just far stronger than anything the other factions got on the field.
Pretty much. The solution against ultra-mobile enemy forces is to have your own ultra-mobile forces that can respond to them.
The system already allows for those to clash with each other in random areas of mutual coverage even, not just in their home provinces.
I just don't have any stats for other of those units yet.
I'd rather keep that as a purely strategical movement for balance purposes. I've limited the Devils range from "infinite" to "long" for the same reason.One thing worth mentioning, while it's true that we have a strategic response to skirmishing (air transit), we also are gaining a Tactical-scale response to devil raids too. Lya's teleportation chamber will allow strike teams of Praetorians to be TP'd out to hot-zones all over a battle-scape.
Technically it could also be used for deep-strikes.
Name | ID | Description | Speed | Maneuverability | Readiness | Organization | Reorganization | Attack_Physical | Attack_Death | Attack_Psychic | Defense_Physical | Defense_Death | Defense_Psychic |
Basic Legion | Legion | An Imperial Legion | 3 | 60 | 80 | 60 | 3 | 5 | 0 | 0 | 0,2 | 0 | 0,3 |
After. Each tick, after the skirmish phase, a unit regains a random amount of Org between 0 and their ReOrg value, potentially lowered if the unit has taken Readiness damage.What precisly does Reoganisation mean in-game?
The ability to recover from losses to Organisation only after a battle, or also during a battle?
Name ID Description Speed Maneuverability Readiness Organization Reorganization Attack_Physical Attack_Death Attack_Psychic Defense_Physical Defense_Death Defense_Psychic Basic Legion Legion An Imperial Legion 3 60 80 60 3 5 0 0 0,2 0 0,3
Name | ID | Description | Speed | Maneuverability | Readiness | Organization | Reorganization | Attack_Physical | Attack_Death | Attack_Psychic | Defense_Physical | Defense_Death | Defense_Psychic |
Dothraki Ghouls | Dothraki_Dead | A group of risen Dothraki, nearly feral but still somewhat cunning | 5 | 60 | 80 | 30 | 3 | 4 | 1 | 0 | 0,1 | 0,9 | 0,9 |
Dothraki Auxillaries | Dothraki_Imp | Our Dothraki, improved and armored | 4 | 70 | 60 | 50 | 2 | 5 | 0 | 0 | 0,2 | 0 | 0,2 |
Much appreciated!How about some Horsefuckers, for an example of cavalry-only armies?
Name ID Description Speed Maneuverability Readiness Organization Reorganization Attack_Physical Attack_Death Attack_Psychic Defense_Physical Defense_Death Defense_Psychic Dothraki Ghouls Dothraki_Dead A group of risen Dothraki, nearly feral but still somewhat cunning 5 60 80 30 3 4 1 0 0,1 0,9 0,9 Dothraki Auxillaries Dothraki_Imp Our Dothraki, improved and armored 4 70 60 50 2 5 0 0 0,2
00,2
Dothraki Ghouls:
We've seen that some of the Khalasars killed by the Sarnori Undead have in return risen as Ghouls, perpetuating that circle of violence, while also being a danger to everyone around them, as Dothraki usually are.
Decent maneuverability, but low organisation, as soon as blood is spilled in battle they'll be even less controlled than usual, more driven by hunger.
High Speed, as they are riding fast and are totally tireless.
Mediocre attack, all savagery but no great equipment, similar to Sahaguin.
Terrible physical defence (unarmored Dothraki Screamer, a tiny bit of Natural Armor as Ghouls doesn't change that.
High other defences, for being Undead.
Rhango's Dothraki:
Similar attack and defence as a basic Legion due to our equipment and Rhango beating the concept of Armor into them.
One point higher speed due everyone being mounted.
Somewhat less disciplined than even our basic Legion, particularly with lower Reorganisation as they can't get back in good order after the loss of officers and veterans as easily as our troops could.
Name | ID | Description | Land Speed | Air Speed | Maneuverability | Readiness | Organization | Reorganization | Attack_Physical | Attack_Death | Attack_Psychic | Defense_Physical | Defense_Death | Defense_Psychic |
Basic Legion | Legion | An Imperial Legion | 3 | -1 | 60 | 80 | 60 | 3 | 5 | 0 | 0 | 0,2 | 0 | 0,3 |
Legion | Legion_IS | An Imperial Legion equipped with Imperial Steel weapons. | 3 | -1 | 60 | 80 | 60 | 3 | 6 | 0 | 0 | 0,2 | 0,1 | 0,3 |
Advanced Legion | Legion_IS_Caster | An Imperial Legion equipped with Imperial Steel weapons and a integrated force of battlemages. | 3 | -1 | 60 | 80 | 60 | 3 | 7 | 1 | 1 | 0,3 | 0,2 | 0,4 |
Shambling Undead | Undead_Basic | A force of undead consisting mostly of zombies, skeletons and a few minor, intelligent undead such as wraiths that lead the mob. | 2 | -1 | 30 | 100 | 20 | 5 | 3 | 3 | 0 | 0,5 | 0,9 | 0,9 |
Skum | Skum | Skum | 2 | -1 | 30 | 60 | 30 | 1 | 3 | 0 | 1 | 0,2 | 0 | 0 |
Sahuagin | Sahuagin | Sahuagin | 3 | -1 | 50 | 60 | 40 | 2 | 4 | 0 | 1 | 0,3 | 0,1 | 0,1 |
Illithid | Illithid | A large number of Illithid with fleshforged bodyguards, such as highly advanced Sahuagin, Chuuls or similar. | 3 | -1 | 80 | 30 | 80 | 3 | 3 | 1 | 6 | 0,2 | 0,4 | 0,8 |
Lesser Devil Host | Devil_Host_Lesser | Low-tier devils driven before a smaller number of Legion and Bearded Devils, with a few Bone Devils mixed in as commanders. | 3 | -1 | 30 | 90 | 40 | 2 | 3 | 1 | 1 | 0,6 | 0,1 | 0,8 |
Devil Host | Devil_Host | A formation mostly of Barbazu and Merregon, all of which are highly disciplined and can teleport (though very limited in the of Merregons), meaning high maneuverability and organisation. Attack comes from hitting with superhuman strenght and having a few blocks of devils with Hellfire Crossbows. | 3 | -1 | 80 | 70 | 70 | 3 | 5 | 1 | 1 | 0,6 | 0,2 | 0,4 |
Greater Devil Host | Devil_Host_Greater | A formation of Blood Reavers, Furies and maybe the occasional Gelugon and Cornugon as officers. | 3 | 1000 | 100 | 40 | 80 | 3 | 6 | 1 | 2 | 0,7 | 0,5 | 0,5 |
Dothraki Ghouls | Dothraki_Dead | A group of risen Dothraki, nearly feral but still somewhat cunning. | 5 | -1 | 60 | 80 | 30 | 3 | 4 | 1 | 0 | 0,1 | 0,9 | 0,9 |
Dothraki Auxillaries | Dothraki_Imp | Imperial Dothraki, who have been trained and armored. | 4 | -1 | 70 | 60 | 50 | 2 | 5 | 0 | 0 | 0,2 | 0 | 0,2 |
1 vs 1 | Legion | Legion_IS | Legion_IS_Caster | Undead_Basic | Skum | Sahuagin | Illithid | Devil_Host_Lesser | Devil_Host | Devil_Host_Greater | Dothraki_Dead | Dothraki_Imp |
Legion | 0 | -0,14 | -0,5 | 1 | 1 | 0,17 | -1 | -0,07 | -0,33 | -1 | 1 | 0,12 |
Legion_IS | 0,14 | 0 | -0,25 | 1 | 1 | 0,5 | -1 | -0,11 | -0,2 | -1 | 1 | 0,17 |
Legion_IS_Caster | 0,5 | 0,25 | 0 | 1 | 1 | 1 | -0,2 | 1 | -0,12 | -0,25 | 1 | 1 |
Undead_Basic | -1 | -1 | -1 | 0 | 0,33 | 0,2 | -1 | 0,1 | -1 | -1 | 0,2 | -1 |
Skum | -1 | -1 | -1 | -0,33 | 0 | -0,5 | -1 | -0,5 | -1 | -1 | -0,25 | -1 |
Sahuagin | -0,17 | -0,5 | -1 | -0,2 | 0,5 | 0 | -1 | -0,17 | -1 | -1 | 0,2 | -0,17 |
Illithid | 1 | 1 | 0,2 | 1 | 1 | 1 | 0 | 1 | 0,14 | -0,12 | 1 | 1 |
Devil_Host_Lesser | 0,07 | 0,11 | -1 | -0,1 | 0,5 | 0,17 | -1 | 0 | -1 | -1 | 0,14 | 0,11 |
Devil_Host | 0,33 | 0,2 | 0,12 | 1 | 1 | 1 | -0,14 | 1 | 0 | -0,14 | 1 | 1 |
Devil_Host_Greater | 1 | 1 | 0,25 | 1 | 1 | 1 | 0,12 | 1 | 0,14 | 0 | 1 | 1 |
Dothraki_Dead | -1 | -1 | -1 | -0,2 | 0,25 | -0,2 | -1 | -0,14 | -1 | -1 | 0 | -0,33 |
Dothraki_Imp | -0,12 | -0,17 | -1 | 1 | 1 | 0,17 | -1 | -0,11 | -1 | -1 | 0,33 | 0 |
5 vs 5 | Legion | Legion_IS | Legion_IS_Caster | Undead_Basic | Skum | Sahuagin | Illithid | Devil_Host_Lesser | Devil_Host | Devil_Host_Greater | Dothraki_Dead | Dothraki_Imp |
Legion | 0 | -0,14 | -0,5 | 1 | 1 | 0,17 | -1 | -0,07 | -0,33 | -1 | 1 | 0,14 |
Legion_IS | 0,14 | 0 | -0,25 | 1 | 1 | 0,33 | -1 | 0,11 | -0,2 | -1 | 1 | 0,17 |
Legion_IS_Caster | 0,5 | 0,25 | 0 | 1 | 1 | 1 | -0,2 | 1 | -0,12 | -0,25 | 1 | 1 |
Undead_Basic | -1 | -1 | -1 | 0 | 0,33 | -0,2 | -1 | 0,1 | -1 | -1 | -0,2 | -1 |
Skum | -1 | -1 | -1 | -0,33 | 0 | -0,33 | -1 | -0,5 | -1 | -1 | -0,25 | -1 |
Sahuagin | -0,17 | -0,33 | -1 | 0,2 | 0,33 | 0 | -1 | -0,17 | -1 | -1 | 0,2 | -0,17 |
Illithid | 1 | 1 | 0,2 | 1 | 1 | 1 | 0 | 1 | 0,14 | -0,11 | 1 | 1 |
Devil_Host_Lesser | 0,07 | -0,11 | -1 | -0,1 | 0,5 | 0,17 | -1 | 0 | -1 | -1 | 0,17 | 0,1 |
Devil_Host | 0,33 | 0,2 | 0,12 | 1 | 1 | 1 | -0,14 | 1 | 0 | -0,14 | 1 | 1 |
Devil_Host_Greater | 1 | 1 | 0,25 | 1 | 1 | 1 | 0,11 | 1 | 0,14 | 0 | 1 | 1 |
Dothraki_Dead | -1 | -1 | -1 | 0,2 | 0,25 | -0,2 | -1 | -0,17 | -1 | -1 | 0 | -0,33 |
Dothraki_Imp | -0,14 | -0,17 | -1 | 1 | 1 | 0,17 | -1 | -0,1 | -1 | -1 | 0,33 | 0 |
You can always fiddle with the values if you think they are too weak. I'm happy to oblige there, since I'm grateful for every unit I don't have to design myself.Outcome vaguely as expect, the Ghouls are a bit weaker than I thought, but not out of narrative bounds.
We could test this in practice if we make a deal with the Lhazareen.
Having our mostly unused Dothraki (with some support) protect them from their Undead kin seems like a good offer, if they can offer something in return.
Maybe Physical Defence up to 0,2 instead of 0,1. They are immune to all criticals, which does excuse the bad or non-present armor a little bit. Also you have to kill the horses too, as they are rather dangerous Ghoul-creatures.You can always fiddle with the values if you think they are too weak. I'm happy to oblige there, since I'm grateful for every unit I don't have to design myself.
I have some plans for terrain and weather modifiers down the line and giving them a bonus to Maneuverability when fighting in the water makes a lot of sense.Maybe Physical Defence up to 0,2 instead of 0,1. They are immune to all criticals, which does excuse the bad or non-present armor a little bit. Also you have to kill the horses too, as they are rather dangerous Ghoul-creatures.
But besides that I'm mostly happy with the performance.
Aside from that, I thought about Triton-Auxillaries, but their maneuverability would greatly depend on wether they fight in water or on land.
Same for Skum and Sahaguin to be honest, they all have twice the Swim speed over land-speed and they are used to the environment.
Hm, the Triton's entire cavalry is purely aquatic, so there's more difference than just in Maneuverability, they literally can't use many of their most damaging assets on land.I have some plans for terrain and weather modifiers down the line and giving them a bonus to Maneuverability when fighting in the water makes a lot of sense.
Name | ID | Description | Land Speed | Air Speed | Maneuverability | Readiness | Organization | Reorganization | Attack_Physical | Attack_Death | Attack_Psychic | Defense_Physical | Defense_Death | Defense_Psychic |
Mameluke | Mameluke | Slave-Soldiers of the Brazen Throne | 3 | -1 | 40 | 90 | 40 | 2 | 5 | 0 | 1 | 0,2 | 0 | 0,2 |
Eternal Guard | Eternal_Guard | Efreeti and Asura, immortal soldiers of the Sultan | 3 | ? | 80 | 60 | 80 | 3 | 7 | 1 | 1 | 0,5 | 0,4 | 0,4 |
Iron Guard | Iron_Guard | Giants in service of the Brazen Throne | 3 | -1 | 60 | 60 | 60 | 3 | 7 | 0 | 0 | 0,6 | 0,2 | 0,2 |
Burning Dervishes | Dervishes | Fanatic non-Efreeti Genie-kin | 3 | -1 | 60 | 80 | 80 | 4 | 6 | 0 | 1 | 0,2 | 0,1 | 0,3 |
I'm not opposed to that at all. Although Garin currently has a resting Hide bonus of +49 and Move Silently bonus of +45, that doesn't mean someone can't get lucky and notice him. An extra +20 on those could be very helpful.@Crake, @Goldfish, can I really not convince you that a +20 is a great Mythic power? Sure it's not flashy, but it also allows Garin to confidently attempt stealth against high-level Mythic opponents. His Stealth is great, but it all too often relies on opposed skill checks (the optimal decision, but still) and we should make sure he can make them reliably against level-equivalent foes, or all too common CR-equivalent foes with a stupid number of racial HD and Listen as a class skill.