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Post by stoic on Dec 21, 2017 10:55:16 GMT
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Post by Leonid Govorov on Dec 21, 2017 14:28:08 GMT
Ah, stoic is now gettin' addicted to RPs! Welcome to the gang pal. Only problem is dat there weren't that many nations back then, but I think you can work it out
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Post by stoic on Dec 21, 2017 14:39:59 GMT
Ah, stoic is now gettin' addicted to RPs! Welcome to the gang pal. Only problem is dat there weren't that many nations back then, but I think you can work it out There were many states back then . Should be enough for RP. I'm not in your gang yet, but "never say never". It is an exiting period of history actually. If I will ever write a book, it will be based on these events. They were all types of characters necessary for a great story. Sorry GoT fans, but if you want to know about real intrigues, treachery and diplomatic games - you have to study games of Alexander's successors.
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Post by Laurent de Gouvion St. Cyr on Dec 21, 2017 14:44:15 GMT
I'd recommend playing this as characters instead of nations. While, say, Alexander's son didn't control any actual nation, it'd be interesting to conduct intrigues as him. People like Eumenes, too, didn't exactly have a nation in their hands.
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Post by stoic on Dec 21, 2017 14:50:24 GMT
I'd recommend playing this as characters instead of nations. While, say, Alexander's son didn't control any actual nation, it'd be interesting to conduct intrigues as him. People like Eumenes, too, didn't exactly have a nation in their hands. It is a great idea. Some characters with professional army and money at their disposal but without proper territory (controlled temporarily by rivals).
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Post by Laurent de Gouvion St. Cyr on Dec 21, 2017 14:56:08 GMT
I'd recommend playing this as characters instead of nations. While, say, Alexander's son didn't control any actual nation, it'd be interesting to conduct intrigues as him. People like Eumenes, too, didn't exactly have a nation in their hands. It is a great idea. Some characters with professional army and money at their disposal but without proper territory (controlled temporarily by rivals). And some with neither, only dependent on intrigue to survive.
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Post by stoic on Dec 21, 2017 15:06:42 GMT
Maybe it will be possible to divide battles into stages as well. For example, cavalry charge on the left flank (success /disaster), phalanx vs. phalanx (success /disaster), deflection of enemy's troops (success /disaster)... So that battles could become more complex...
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Post by Deleted on Dec 21, 2017 23:01:33 GMT
Maybe it will be possible to divide battles into stages as well. For example, cavalry charge on the left flank (success /disaster), phalanx vs. phalanx (success /disaster), deflection of enemy's troops (success /disaster)... So that battles could become more complex... I would so dig that. My main problem with Alt hists spanning long periods of time (I enjoy them extremely but there is its flaws) is that it's just a siege this. I would so play a character if it meant I could play a complex battle. I have a sort of system for disasters. Before and during an engagement you roll for both sides (Unless it's player verse player I will get to that.) to see if either side has a disaster. We would have roll modifiers (say if you secured extra supplies and there is a possibility of running out you get a +1 modifier up for the result no matter what if the action to modify it corresponds to the situation) A standard would be an 8. So for some examples (I take the first one from a cavalry charge Alexander the Great took when he led the cavalry in Greece against I think Athenians and someone else) Say you roll a 10/11 for a mistake on the enemies side that would mean they have left an area open (Against NPC) and you would roll for a cavalry charge to split the army and there is a negative 30 Morale if succeeding.(Morale is influenced by supply, leadership, previous battles, numbers, and possibly ethnicity if we want a complexer system.) Now say you roll a 12, that would (The way this works is the higher the roll the worse the disaster as we are going from bottom to top) mean some soldiers rebel for some reason (Provided by player or GM) mid battle. That would be a minus 35 Morale as the men are now likely to rebel and the leader would have suspicion. That is some examples. For player vs player it would be that you roll for disasters for yourself and actions for yourself. Where as against NPC you roll for disasters on yours and there side.
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Post by liamcog on Dec 21, 2017 23:15:13 GMT
"Sorry, this website bookfi.net is not available through Sky. We are required by Court order to prevent access to this site in order to help protect against copyright or trademark infringement." I hate sky. For all but the last link
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Post by stoic on Dec 22, 2017 5:43:51 GMT
"Sorry, this website bookfi.net is not available through Sky. We are required by Court order to prevent access to this site in order to help protect against copyright or trademark infringement." I hate sky. For all but the last link And is Gen.lib blocked as well?
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Post by stoic on Dec 22, 2017 6:05:58 GMT
Maybe it will be possible to divide battles into stages as well. For example, cavalry charge on the left flank (success /disaster), phalanx vs. phalanx (success /disaster), deflection of enemy's troops (success /disaster)... So that battles could become more complex... I would so dig that. My main problem with Alt hists spanning long periods of time (I enjoy them extremely but there is its flaws) is that it's just a siege this. I would so play a character if it meant I could play a complex battle. I have a sort of system for disasters. Before and during an engagement you roll for both sides (Unless it's player verse player I will get to that.) to see if either side has a disaster. We would have roll modifiers (say if you secured extra supplies and there is a possibility of running out you get a +1 modifier up for the result no matter what if the action to modify it corresponds to the situation) A standard would be an 8. So for some examples (I take the first one from a cavalry charge Alexander the Great took when he led the cavalry in Greece against I think Athenians and someone else) Say you roll a 10/11 for a mistake on the enemies side that would mean they have left an area open (Against NPC) and you would roll for a cavalry charge to split the army and there is a negative 30 Morale if succeeding.(Morale is influenced by supply, leadership, previous battles, numbers, and possibly ethnicity if we want a complexer system.) Now say you roll a 12, that would (The way this works is the higher the roll the worse the disaster as we are going from bottom to top) mean some soldiers rebel for some reason (Provided by player or GM) mid battle. That would be a minus 35 Morale as the men are now likely to rebel and the leader would have suspicion. That is some examples. For player vs player it would be that you roll for disasters for yourself and actions for yourself. Where as against NPC you roll for disasters on yours and there side. In fact I agree with you... Now in RPs factor of morale is close to zero. Your troops can fight after long marches or previous defeats without any penalties and so on. On the other hand your previous successes play no part as well (but imo they should). And we have to introduce some personal demention as well. Like in M&B such personal qualities like leadership or military (economic and so on) talents can be developed as a direct result of previous actions. Finally we have to introduce some precise economic figures for each country (character). And you can increase/decrease your budget through actions.
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Post by Deleted on Dec 22, 2017 6:22:00 GMT
I would so dig that. My main problem with Alt hists spanning long periods of time (I enjoy them extremely but there is its flaws) is that it's just a siege this. I would so play a character if it meant I could play a complex battle. I have a sort of system for disasters. Before and during an engagement you roll for both sides (Unless it's player verse player I will get to that.) to see if either side has a disaster. We would have roll modifiers (say if you secured extra supplies and there is a possibility of running out you get a +1 modifier up for the result no matter what if the action to modify it corresponds to the situation) A standard would be an 8. So for some examples (I take the first one from a cavalry charge Alexander the Great took when he led the cavalry in Greece against I think Athenians and someone else) Say you roll a 10/11 for a mistake on the enemies side that would mean they have left an area open (Against NPC) and you would roll for a cavalry charge to split the army and there is a negative 30 Morale if succeeding.(Morale is influenced by supply, leadership, previous battles, numbers, and possibly ethnicity if we want a complexer system.) Now say you roll a 12, that would (The way this works is the higher the roll the worse the disaster as we are going from bottom to top) mean some soldiers rebel for some reason (Provided by player or GM) mid battle. That would be a minus 35 Morale as the men are now likely to rebel and the leader would have suspicion. That is some examples. For player vs player it would be that you roll for disasters for yourself and actions for yourself. Where as against NPC you roll for disasters on yours and there side. In fact I agree with you... Now in RPs factor of morale is close to zero. Your troops can fight after long marches or previous defeats without any penalties and so on. On the other hand your previous successes play no part as well (but imo they should). And we have to introduce some personal demention as well. Like in M&B such personal qualities like leadership or military (economic and so on) talents can be developed as a direct result of previous actions. Finally we have to introduce some precise economic figures for each country (character). And you can increase/decrease your budget through actions. I would like that. If you were to have economic success you should have like a modifier for like +1 on the dice unless max. Morale should have a large modifier from supplies, speeches, numbers, technology, leadership, marching distance, previous fights, position, and ethnicity just because it would give it a feeling of continuity and realism. I agree with you on the personal dimension because it adds a "Don't let the general be killed because he is useful" feeling. I feel like an in depth campaign like this should require both players to be active to fight in a battle. Back to the first statement. I feel like if you have a success in economy (say helping people out of poverty) you should over time have modifiers that give +1 to any roll unless max for skill. I also agree to the last statement with nothing to add.
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Post by stoic on Dec 22, 2017 6:40:43 GMT
Therefore we probably have to roll a dice not once but twice (to include all modifiers). Let's say Army A Supply +1 Moral +1 Experience 0 Leadership 0 Army B Supply -1 Moral 0 Experience +1 Leadership +1 Speech before the battle. Player A refuses, Player B agrees (roll a dice). And Army B gains/looses 1 point Moral. Roll a dice 12 vs.13 plus all additional modifiers = final result. Something like that We can add different stages of a Battle as additional modifiers influencing the final outcome...
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Post by Deleted on Dec 22, 2017 6:53:02 GMT
Therefore we probably have to roll a dice not once but twice (to include all modifiers). Let's say Army A Supply +1 Moral +1 Experience 0 Leadership 0 Army B Supply -1 Moral 0 Experience +1 Leadership +1 Speech before the battle. Player A refuses, Player B agrees (roll a dice). And Army B gains/looses 1 point Moral. Roll a dice 12 vs.13 plus all additional modifiers = final result. Something like that We can add different stages of a Battle as additional modifiers influencing the final outcome... Yeah. This should be the before battle modifier. The modifier would help to the corresponding situation (Experience and leadership help with not routing mid battle and not rebelling etc). I do really like this as a battle idea. I feel like we should have multiple stages with actions in them so . Skirmish: This decides who has archer superiority, if both sides skirmish that means light cavalry fighting and heavy archer to archer combat. Either side can skip this if they lack archers and go straight to the next phase but if both sides fight whoever wins this can have most control over archer fire and bombard oncoming units. Battle: Where the enemies engage. Defense (sub category of battle if the defenders archers win and they have defensive preparations but not a fort or city) The defenders gain a overall defensive +1/2 depending on the strength of the defense. Here the attackers try to break or go around the defenses. Attack (if the attackers win or one side decides to skip Skirmish also sub Category under the battle part of it) The attackers can now possibly bombard or straight up attack the enemy (the latter is the most probable) and here (and in Defense and Battle) is where you command units to engage other enemy units. Retreat: Here is if you decide to run down the enemy, the higher the roll the more killed or captured. Modifiers such as speed and tiredness play on both sides. if you roll a 12 with at least a 2+ modifier over 12 you capture the general.
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Post by Deleted on Dec 22, 2017 6:57:14 GMT
I feel like this type of RP needs a name. How about hhmm... Meritocracy... That would be a would be a sort of cool name...
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