1 Guest viewing this page
Hidden 11 yrs ago Post by ASTA
Raw
Avatar of ASTA

ASTA

Member Seen 4 mos ago

Sathanas Rex said
I approve of your signature asta. Can I call you spear?


I'm missing the 'H', but I suppose.
Hidden 11 yrs ago Post by Sathanas Rex
Raw
Avatar of Sathanas Rex

Sathanas Rex

Member Seen 9 yrs ago

asta is spear in italian though
Hidden 11 yrs ago Post by Bugoycmike
Raw

Bugoycmike

Member Seen 9 yrs ago

ASTA said
No, any idiot cannot use a gun. Even modern firearms, though easier to handle and being of superior technological background, cannot be utilized correctly by any random smuck that chances upon one. Like any weapon, firearms require a certain level of experience, talent and finesse to use correctly and efficiently. While the firearm (generally) boasts more stopping power than the crossbow, shortbow or longbow, early firearms were prone to catastrophic failure, which in turn often resulted in the death of the operator or the loss of his hands. You also need to ask yourself just what 'type' of gunpowder weapon you're working with. Gunpowder technology is not just limited to muskets. You also had early gunpowder weaponry dating all the way back to the 11th and 12th centuries, like hand-cannons, hand-held bombs (which were basically an early form of grenade), rockets (which later evolved into primitive rocket artillery, which was extremely effective during the era it was used), and mines (these existed, but were only effective when under the care of a man watching the mine, who would trigger it when an enemy walked over it). Cannons ranged from gargantuan (and rather dangerous) brass-forged 'superguns' firing stone balls to the iconic smoothbore breech-loading cannons that we're all so familiar with. Mortars existed as well. I'm not going to go into a massive history lesson here, but in order to seriously understand capability of the firearm and the tactics employed by those armies that chose to adopt it (most notable that of the early 'Pike and Shot' strategy and formations), as well as the different types of firing mechanisms later and more advanced smoothbore muskets used. The wheellock, matchlock and flintlock come to mind. If you're worrying about firearms being overpowered, then direct your gaze to flintlocks utilizing rifled barrels, weapons firing Minié balls and flintlocks utilizing percussion cap technology. Combined, a weapon of this make can, in a sense, be considered 'overpowered' for a setting featuring mages and archers, as a man equipped with one of these and two weeks of training is more or less a force to be reckoned with. In addition, if you're worried about the relative ease-of-use associated with the firearm, I suggest you remove crossbows from the game as well. They, like their gunpowder counterparts, required little training to use and could be given to conscripts withdrawn from the regional peasantry in times of conflict. They were also highly destructive (and deadly accurate), if not lacking in rate-of-fire. However, If used correctly, they were powerful tools. There's also this: http://en.wikipedia.org/wiki/Arbalest ...Which is basically a crossbow on steroids and will gut a plate-armored knight and probably the man standing behind him at a distance of 300m. Rate of fire? Two bolts per minute (provided the user was seasoned and of sufficient strength and agility). Two shots per minute was about the same rate-of-fire an early firearm user could expect (though, this was probably truer for those that used early matchlock firearms like the Arquebus).


I assume the reasoning behind not putting gunpowder isn't just a historical one but a in-game mechanic one as well. Although along those grounds I'd argue on the incorporation on Magic given it's essentially game-changing nature. I mean muskets, rifles and cannons can misfire; magic only so if the user is pushed or pushes themselves beyond their limits/knowledge. That being said, it is a Fantasy game. *shrugs*

On that note, does an Army necessarily have to be experienced? I've been seeing a lot of Nations featuring armies without any sort of 'fresh' regiments and am a little concerned. Unless of course my math's a little off...
Hidden 11 yrs ago Post by GreivousKhan
Raw
Avatar of GreivousKhan

GreivousKhan Deus Vult

Member Seen 3 yrs ago

Posted what I have so far on the second page. Under the Hider Stygia.
Hidden 11 yrs ago Post by ASTA
Raw
Avatar of ASTA

ASTA

Member Seen 4 mos ago

Bugoycmike said
I assume the reasoning behind not putting gunpowder isn't just a historical one but a in-game mechanic one as well. Although along those grounds I'd argue on the incorporation on Magic given it's essentially game-changing nature. I mean muskets, rifles and cannons can misfire; magic only so if the user is pushed or pushes themselves beyond their limits/knowledge. That being said, it is a Fantasy game. *shrugs*On that note, does an Army necessarily have to be experienced? I've been seeing a lot of Nations featuring armies without any sort of 'fresh' regiments and am a little concerned. Unless of course my math's a little off...


Yeah, I have a hard time swallowing bans on gunpowder when god-like mages are present in a setting. It makes you seriously wonder why said mages haven't formed some sort of "Magician's Collective" in a proactive effort to enslave the world by using their sheer arcane might and magical influence alone, and why the people would allow such individuals to roam free with such vast power at their disposal should an event of this nature come to pass.

I look back to the RPG known as "Fable II", where the citizens of Albion eventually grew tired of the haughty and corrupt behavior the Heroes of Old displayed on a near-constant basis. In response, they invented the firearm (and many different versions of it) to equalize the playing field between Hero and Mortal. While I don't expect all peoples in this RP to go around rebelling against corrupt magic users by inventing guns and whatnot, I do still question the cultural and societal impacts brought into existence by the presence of spell-weavers.

Also, in response to your bit about the experience of individual armies---you do raise a seriously valid point. Experience only comes (and is maintained) if your force is actually deployed in combat every so often (or periodically). A force can be highly trained and kitted out with high-grade equipment, but this isn't on the same level as a group of soldiers who know their way around a battlefield and can operate under pressure from a tenacious foe.
Hidden 11 yrs ago Post by GreivousKhan
Raw
Avatar of GreivousKhan

GreivousKhan Deus Vult

Member Seen 3 yrs ago

I think experience and elite and so forth, are meant to reveal level of skill/training. Though if such is the case, the word experience could be a bit miss leading.

Of course that's just my guess.
Hidden 11 yrs ago Post by Iarumas
Raw

Iarumas

Member Seen 9 yrs ago





Symbol of the Angelian Faith









Hidden 11 yrs ago Post by Elendra
Raw

Elendra

Member Seen 8 yrs ago

Iarumas, counted your traits up twice, top down and bottoms up. I keep counting 58, meaning you have 2 left!
Hidden 11 yrs ago Post by Asuras
Raw
Avatar of Asuras

Asuras No spoken words, only napalm and guns

Member Seen 0-24 hrs ago

@Kad: Fixed my territories, now at 100. I did it in such a way that my total Regiment Points only decreased by one, and as my army was already totaled at 267 Regiment points, no changes were needed (nor in the other military categories, as 25% of 267 still rounds up to 67 points for each).
Hidden 11 yrs ago Post by The Nexerus
Raw
Avatar of The Nexerus

The Nexerus Sui generis

Member Seen 2 yrs ago

ASTA said wahwahwah


No guns, ASTA.
Hidden 11 yrs ago Post by ASTA
Raw
Avatar of ASTA

ASTA

Member Seen 4 mos ago

The Nexerus said
No guns, ASTA.


Hidden 11 yrs ago Post by Iarumas
Raw

Iarumas

Member Seen 9 yrs ago

Elendra said
Iarumas, counted your traits up twice, top down and bottoms up. I keep counting 58, meaning you have 2 left!


Ah thanks, i'll get to that. Also, I noticed you have 4 mechanist traits when you have mage traits

Another question:
-The *cults of xxxx* seems to be a much better flaw to choose than Dangerous Cults, whats the difference between them?

I really feel like taking Haunted by the Past cus it just fits so here are some basic Custom Trait ideas im gunna play around with:

-Spread the Word: Your preachers, diplomats, traders, hell even soldiers, basically anyone who goes out of the border carries with them the will and material to preach your religion to the uninformed and ignorant. They do so in more numbers and ability than simple preachers.

-Preachers of Steel: Your preachers can do far more than simply stand on a street corner and yell at the top of their lungs for hours on end. They travel in armed retinues and carry the garments of war, eliminating evil and aiding the needy in their travels to spread the word. In doing so they are mostly more than welcome in other lands and preach with more ease than normal. In times of need these preachers can even be drafted into the military, inspiring the soldiery by their presence, deeds and stories.
Hidden 11 yrs ago Post by Bugoycmike
Raw

Bugoycmike

Member Seen 9 yrs ago

Iarumas said
Ah thanks, i'll get to that.Another question:-The *cults of xxxx* seems to be a much better flaw to choose than Dangerous Cults, whats the difference between them?


I like to think of the former as an opposing ideology group that's relatively powerless, i.e., propaganda, slander campaigns and fundraisers. The latter engages in a more action-oriented and militant agenda agenda, pushing issues like segregation or independence of specific races.
Hidden 11 yrs ago Post by Kadaeux
Raw
GM

Kadaeux

Member Offline since relaunch

Iarumas said
Do Pegasus and other winged mounts count as beasts?What does Thunder of Hooves actually give you? A better cavalry charge?


They do not. They're pure "air force".

Thunder of Hooves gives you a much more intimidating Cavalry Charge than normal.

ASTA said
No, any idiot cannot use a gun. Even modern firearms, though easier to handle and being of superior technological background, cannot be utilized correctly by any random smuck that chances upon one. Like any weapon, firearms require a certain level of experience, talent and finesse to use correctly and efficiently. While the firearm (generally) boasts more stopping power than the crossbow, shortbow or longbow, early firearms were prone to catastrophic failure, which in turn often resulted in the death of the operator or the loss of his hands. You also need to ask yourself just what 'type' of gunpowder weapon you're working with. Gunpowder technology is not just limited to muskets. You also had early gunpowder weaponry dating all the way back to the 11th and 12th centuries, like hand-cannons, hand-held bombs (which were basically an early form of grenade), rockets (which later evolved into primitive rocket artillery, which was extremely effective during the era it was used), and mines (these existed, but were only effective when under the care of a man watching the mine, who would trigger it when an enemy walked over it). Cannons ranged from gargantuan (and rather dangerous) brass-forged 'superguns' firing stone balls to the iconic smoothbore breech-loading cannons that we're all so familiar with. Mortars existed as well. I'm not going to go into a massive history lesson here, but in order to seriously understand capability of the firearm and the tactics employed by those armies that chose to adopt it (most notable that of the early 'Pike and Shot' strategy and formations), as well as the different types of firing mechanisms later and more advanced smoothbore muskets used. The wheellock, matchlock and flintlock come to mind. If you're worrying about firearms being overpowered, then direct your gaze to flintlocks utilizing rifled barrels, weapons firing Minié balls and flintlocks utilizing percussion cap technology. Combined, a weapon of this make can, in a sense, be considered 'overpowered' for a setting featuring mages and archers, as a man equipped with one of these and two weeks of training is more or less a force to be reckoned with. In addition, if you're worried about the relative ease-of-use associated with the firearm, I suggest you remove crossbows from the game as well. They, like their gunpowder counterparts, required little training to use and could be given to conscripts withdrawn from the regional peasantry in times of conflict. They were also highly destructive (and deadly accurate), if not lacking in rate-of-fire. However, If used correctly, they were powerful tools. There's also this: http://en.wikipedia.org/wiki/Arbalest ...Which is basically a crossbow on steroids and will gut a plate-armored knight and probably the man standing behind him at a distance of 300m. Rate of fire? Two bolts per minute (provided the user was seasoned and of sufficient strength and agility). Two shots per minute was about the same rate-of-fire an early firearm user could expect (though, this was probably truer for those that used early matchlock firearms like the Arquebus).


I'm well and truly familiar with it, and fun fact, despite your belief any idiot can handle a gun. I can give any ten year old child a firearm. Show them how to use it in five minutes, and have someone who knows how to operate that weapon. Even if only to a basic level.

There is no actual skill barrier. They require no special strength, no extended training, a near cripple can use a gun. Where, even today not many men can fire a properly made longbow.

I understand the history of warfare in extreme detail (and much to the chagrin of my history teachers).

Firearms are far more overpowered than crossbows and won't be making an appearance in this for a while. (Which is the other reason, there will be advancement, not just on the map, but technologically as the "years" go by.

Bugoycmike said
I assume the reasoning behind not putting gunpowder isn't just a historical one but a in-game mechanic one as well. Although along those grounds I'd argue on the incorporation on Magic given it's essentially game-changing nature. I mean muskets, rifles and cannons can misfire; magic only so if the user is pushed or pushes themselves beyond their limits/knowledge. That being said, it is a Fantasy game. *shrugs*On that note, does an Army necessarily have to be experienced? I've been seeing a lot of Nations featuring armies without any sort of 'fresh' regiments and am a little concerned. Unless of course my math's a little off...


No it doesn't have to be. Some people are willing to pay a bit more for experienced troops.

GreivousKhan said
I think experience and elite and so forth, are meant to reveal level of skill/training. Though if such is the case, the word experience could be a bit miss leading. Of course that's just my guess.


Yes, and no. It does also reflect a bit on the history, Experienced Troops will have used their training, such as against bandits, raiders from across the borders, elite have been in the military for some time and have quite a bit of experience and training. Royal Guard are a step above that. It also partially reflects quality of equipment. Royal Guard will have the finest weapons and armour your people can forge. Elite will have good. Experienced will have normal equipment and in general so will "trained" (the 'free' skill level)

Iarumas said
Ah thanks, i'll get to that. Also, I noticed you have 4 mechanist traits when you have mage traits

Another question:-The *cults of xxxx* seems to be a much better flaw to choose than Dangerous Cults, whats the difference between them?


Cults of XXXX are basically your regular insular cults teaching beliefs you don't like, they'll passively (but skillfully) recruit disillusioned people from your populace etc. They can become dangerous if allowed to fester for too long.

Dangerous Cults are typically smaller cults, but of people that take active action against you, they're the closest thing there is to terrorists, they'll burn grain stores, slaughter loyalist families, poison wells etc.

I really feel like taking Haunted by the Past cus it just fits so here are some basic Custom Trait ideas im gunna play around with:
-Spread the Word: Your preachers, diplomats, traders, hell even soldiers, basically anyone who goes out of the border carries with them the will and material to preach your religion to the uninformed and ignorant. They do so in more numbers and ability than simple preachers.
-Preachers of Steel: Your preachers can do far more than simply stand on a street corner and yell at the top of their lungs for hours on end. They travel in armed retinues and carry the garments of war, eliminating evil and aiding the needy in their travels to spread the word. In doing so they are mostly more than welcome in other lands and preach with more ease than normal. In times of need these preachers can even be drafted into the military, inspiring the soldiery by their presence, deeds and stories.


Nice. Those would be fine.
All of the flaws "change the chance" for random events that I roll. If someone has dangerous cults, some sort of attack by them is more likely than if they didn't have it for example.
Hidden 11 yrs ago Post by Kadaeux
Raw
GM

Kadaeux

Member Offline since relaunch

@Jorick: It all looks fine. Accepted fully pending history and people of importance.
Hidden 11 yrs ago Post by GreivousKhan
Raw
Avatar of GreivousKhan

GreivousKhan Deus Vult

Member Seen 3 yrs ago

So, what exactly is the difference between Smiths Beyond Equal and Master Smiths?

Seems like the first is more quality over quantity.
Hidden 11 yrs ago Post by Elendra
Raw

Elendra

Member Seen 8 yrs ago

Iarumas said
Ah thanks, i'll get to that. Also, I noticed you have 4 mechanist traits when you have mage traits


What? What do you mean by--

"Special GM Note: You may take a maximum of 3 Mechanist traits if you have any magic traits."

FUCK
Hidden 11 yrs ago Post by Kadaeux
Raw
GM

Kadaeux

Member Offline since relaunch

GreivousKhan said
So, what exactly is the difference between Smiths Beyond Equal and Master Smiths?Seems like the first is more quality over quantity.


Pretty much that. Though the former is also more reputation. Random events involving "foreign traders" are more likely to visit a Smiths Beyond Equal than a Master Smiths.

Master Smiths, on the flip side, produce still very high quality, but more quantity, valued by militaries.
Hidden 11 yrs ago Post by GreivousKhan
Raw
Avatar of GreivousKhan

GreivousKhan Deus Vult

Member Seen 3 yrs ago

Well, depending on how the Inscribed Spellblades idea is ok, I think Smiths Beyond Equal fits better, Glass armor seems like a high quality armor. Or maybe all the examples I find make them look so pretty I think so.
Hidden 11 yrs ago Post by Bugoycmike
Raw

Bugoycmike

Member Seen 9 yrs ago

Would it be too much to ask for a confirmed nation's list, history & the like IP but everything else technically prepared? :D
↑ Top
1 Guest viewing this page
© 2007-2024
BBCode Cheatsheet