Narukami Hayashi |
I'm ok with them. Helps us get back to speed.
After all, roleplaying is also our duty.
|:|
(It's a ninja face.)
Jian Xi |
Arrows fly over the wall of the trading post, but they strike shadows and trees, not whatever it is that feeds on the crops. Hayashi's shuriken strike and the creature wails in pain. It curls upon itself and twists back sliding into the shadowy night.
Am I reading something wrong?
Narukami Hayashi |
GM, I love the Dynasty Warriors/Fire Emblem assault idea. It's so rare to find in TTRPGs nowadays!
I vote for going through with it.
Dragonofashandflame |
ya it feels right. I've been pondering how to set this part up without being too railroady, then I said "meh... It needs doing and I'm not creative enough to get you guys to come up with it on your own..." But, I think it worked on.
The battle will be something akin to mooks plus set encounters in the actual battlefield for that Chinese War Epic feel (which all usually take place during the Warring States Period/-- and are the inspiration of this game) and then a short jaunt Into the castle for anything that doesn't come out to play. If you make yourselves a big enough nuisance, they'll rob ably want to get on on the fun too
Narukami Hayashi |
Jian Xi and I vote for Dynasty Warriors, and Tsui says that this would leave our base vulnerable (I think).
How about the rest?
Baolin? Hu Xiang? Jade Moon?
The battle will be something akin to mooks plus set encounters in the actual battlefield for that Chinese War Epic feel (which all usually take place during the Warring States Period/-- and are the inspiration of this game) and then a short jaunt Into the castle for anything that doesn't come out to play. If you make yourselves a big enough nuisance, they'll rob ably want to get on on the fun too
Pathfinder doesn't have the Dynasty Warriors mentality, so it'll be a first for us.
Dynasty Warriors works best with a huge map of the battlefield (where our sprites are minuscule), and us commanding only our characters, with the NPCs given directives to move out and engage the enemy on several fronts.If so, our characters can execute their own missions or provide pressure on some areas to relieve our allies on another.
It's going to be a communication challenge, but the idea is worth it. I am looking forward to the experience.
For the record, Dynasty Warriors is how Pathfinder mass combat should be held, with players declaring directives and assault positions, etc. Hopefully, we'll come up with rules on the go for any difficulties.
Tsui Dawei |
Jian Xi and I vote for Dynasty Warriors, and Tsui says that this would leave our base vulnerable (I think).
How about the rest?
Dawei is just concerned about losing what they've already gained. He's not against the attack itself.
Dragonofashandflame |
Ok the map is uploaded. i think. lemme know if it's clear. Basically, you have the option to go whichever way you want. You can start anywhere in column A or in rows 20 or 21. YOUR soldiers can start in any of those places, too. Each icon of soldier will be 10 men. So, you have anywhere from 1 to 12 units although, all 12 on the field would leave the trading post empty.
The blue wavy line is the river. The east and north are hills. The central is forest and the south and extreme west are plains
generic icons are goups of 10 baddies of a specific type (for my sanity, either soldiers or gunmen(using cannons-which are just going to be giant-ass crossbows and regular bows).
named icons are the Staglord's generals. Chen Zhanshi is the staglord himself. each of the generals and the staglord have minions of their own.
alright.. you have the info.. plan.
I hope this map is OK, it's as close to dynasty warriors as i could get with google drawing. it probably could get truer but i'm not creative enough for it
Dragonofashandflame |
The stronghold sits on a bluff that forms a karst system extending down to the river. At the river the karst looks more like the Guilin Hills. The karst system occupies the eastern and northern portion of the map and gives way to dense forest in the centeral portion of the map. The west and southern portions of the map are plains.
If you can get the map made, i'll populate it for the fight. Thanks!!!!
Narukami Hayashi |
I did what I could with the short notice. Check out the google drawing.
Good maps may take a few more days.
I've designed the encounter shape as DMAsh described, but allowed the central fort to have several combat area points. Red lines signify bridges or stairs.
Orange explosion denotes enemy soldiers (any number from 5-20, or 2d10 for randomness)
Black explosion denotes enemy soldiers plus one of the generals (Ko, Chi You, Akio).
Generally, these soldiers hold their position or redeploy in answer to an order from the watchtowers, which can oversee the battlefield. If the attacker plays their cards right, they may not need to engage with soldiers who are badly deployed.
Since this is local fighting, turns are in minute increments, so positioning is very important. Soldiers may easily overwhelm others whose reinforcements are distant or are trudging through difficult terrain.
In combat situations, combat it is either automated (NPC vs. NPC) or played out tactically when a PC is involved.
How to Play: Attackers and defenders give a single order in every round, and the soldiers head to certain points (attacking or converging on an enemy) or hold their positions and engage with any attackers.
Chokepoints prevent circling and outflanking, and when defending bridges or stairs, defenders have advantage on fighting (+2 to attack from higher ground, can collapse or swing the bridge, throw things down the stairs such as barrels or rocks that deal AoE damage (Reflex halves) etc.)
Ideally, attackers should spread out to prevent the defenders from turtling up, or target the watchtowers so that the defenders cannot properly deploy to threats.
If attackers focus all their power through one pass, not only do they risk being outflanked as the enemy turtles up, but a chokepoint does not allow attackers the maneuverability to exercise superior numbers.
Narukami Hayashi |
It's MS Paint.
Though if I had a week or so, I can make something like this.
Narukami Hayashi |
Oh, what's this?
It's the battle plan!
Each orange line contains 10 of our own soldiers and their orders. They're evenly spread around the area to take multiple points at the same time.
Heroes have red arrows.
Hayashi will head up the mountain pass to converge with the forces going through the pass (and making their victory over the soldiers in the bottleneck guaranteed), and will selectively target scouts and commanders (if he could) so to impose 'radio silence', as it were. If successful, the enemy won't know where to hit and turtle up, and provide no reinforcements to current combats.
@GM: Can I bring Zan and Rong? What levels are they/can I have their character sheets?
@Party: According to the battle plan, I have recommendations for where we should go. Please discuss.
Recommendations for allied heroes:
Hu Baolin to Mountain Pass (takes 20 men): With the dragon-summoner present, Hayashi and his shinobi get a better chance of sneaking over undetected. With the dragon's flight capability, enemy defense forces lose some of their advantage from high ground. The forces then can continue eastwards to take the bridges.
Hu Xiang to Watchtower B (takes 20 men): Hu Xiang will be able to take Watchtower B quickly, and hold the vantage point for line of sight entangle spells and effects that hold the enemy until we outmaneuver them.
Jian Xi to Watchtower A (takes 30 men): The forces that take Watchtower A and fight the boss is best led by Jian Xi. Once the area is taken, the vantage point can be used to see all the way to the ridges, and we can evolve our plans quickly.
Jade Moon to Watchtower A (as Jian Xi) With her support, the boss can be taken relatively easy (hopefully). Also, her presence can distract reinforcements that arrive (Fascinate performance), and Kitsune are attuned to the woods.
Tsui Dawei to River Hold (takes 10 men):
The forces sent to the land between the rivers' convergence (the pentagon shape) is supposed to hold position and provide ranged support and to protect the army's flank. Tsui Dawei will be accompanied by 10 men (one arrow), but they will hold the advantage of terrain (defending behind a river, good vantage against reinforcements) and at-hand reinforcements from the forces that take Watchtower C and Hu Xiang's long-range wood spells.
The remaining 20 men will take Watchtower C without heroic company, and will wait for further orders.
Narukami Hayashi |
If Hu Xiang is not continuing, it'll be a shame.
We're well-rounded generally (though we have a heavy melee focus and lack divine casters).
Narukami Hayashi |
Ok, we're going to use mook rules this, because i value what little sanity I have left.
...
That's more Fire Emblem (you control a crapton and battles take years) than Dynasty Warriors (you control one and everything else is automated).
Let's use the 'Assaulting the Stronghold' map. Each orange explosion can represent enemy soldiers, and black explosion enemy soldiers and 1 boss.
We can also make use of Pathfinder's [Troop] rules. Those rules allow for several NPCs to be counted as one NPC by pooling their abilities.
DM, how many enemy soldiers are there?
Because I've derived rules for said subtype.
For example, Hayashi (AC 17) is adjacent to a hostile (and aware) Shenmen bandit troop of 10 men. If they attack (as a standard action as normal), they deal 5d8+5 slashing damage to him, DC 13 to half. The damage is 27. Since there are about 4 points of difference between 13 (their accuracy) and 17 (his AC), the damage is reduced to 23 before the save.
Having +11 to the saving throw, he saves, taking half damage (or 11). That damage he will take every round until he manages to escape (provoking one attack of opportunity, as the troop is treated as one creature).
PCs can take two or three hits, and their power (at this level) is in their skills, magical powers, or accuracy in targeting a boss or taking out leadership rather than wading into the battlefield.
Human warrior 1, LN Medium humanoid, Init +1; Senses Perception +0
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor , +1 Dex ); hp 8 (1d10+3); Fort +2, Ref +1, Will +0
Offense
Speed 20 ft.; Melee longspear +3 (1d8+3/x3) or greatsword +3 (2d6+3/19–20) or dagger +3 (1d4+2/19–20); Ranged javelin +2 (1d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Statistics
Str 15, Dex 12, Con 11, Int 8, Wis 10, Cha 9; Base Atk +1; CMB +3; CMD 14; Feats Step Up , Toughness; Skills Craft (weapons) +3, Profession (soldier) +4, Survival +1; Languages Common
Combat Gear potion of cure light wounds ; Other Gear chainmail, greatsword, dagger, javelin, longspear, 2 gp
And let's say 80x shogun brigands.
Brigand CR 1/2; XP 200; Human Warrior 2; NE Medium humanoid ( human ); Init +1; Senses Perception +0
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor , +1 Dex ); hp 15 (2d10+4); Fort +4, Ref +1, Will +0
OFFENSE
Speed 30 ft.; Melee longsword +3 (1d8+1/19–20) or sap +3 (1d6+1 nonlethal); Ranged longbow +3 (1d8/×3)
STATISTICS
Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8; Base Atk +2; CMB +3; CMD 14; Feats Point-Blank Shot , Skill Focus ( Stealth ); Skills Intimidate +4, Stealth +6; Languages Common
Combat Gear potion of cure light wounds , masterwork arrows (5), tanglefoot bags (2), thunderstone (2); Other Gear leather armor , longbow with 20 arrows, longsword , sap , 48 gp
We apply the Troop rules
Combat will not be between x100 and x80 of the above, but x10 and x8 of the below.
Lingshen Soldier (10-Man Troop) (10)
Human warrior 1 [Troop (10-Man)], LN Medium humanoid, Init +1; Senses Perception +0
DEFENSE
AC 17, touch 11, flat-footed 16 (+6 armor , +1 Dex ); hp 40 (1d10+3 x 5); Fort +4, Ref +3, Will +2
Offense
Speed 20 ft.; Melee longspear, Accuracy 13 (5d8+15/x3) or greatsword, Accuracy 13 (10d6+15/19–20) or dagger, Accuracy 13 (5d4+10/19–20); Ranged javelin, Accuracy 12 (5d6+10)
Space 10 x 25 ft.; Reach 5 ft. (10 ft. with longspear)
Statistics
Str 15, Dex 12, Con 11, Int 8, Wis 10, Cha 9; Base Atk +1; CMB +3; CMD 14; Feats Step Up , Toughness; Skills Craft (weapons) +3, Profession (soldier) +4, Survival +1; Languages Common
Combat Gear 10 potions of cure light wounds (heals 5d8+5 hp); Other Gear 10 chainmail, 10 greatsword, 10 dagger, 10 javelin, 10 longspear, 20 gp
Shenmen Bandit (10-man troop) (8)
Human Warrior 2 [Troop (10-man)]; NE Medium humanoid ( human ); Init +1; Senses Perception +0
DEFENSE
AC 13, touch 11, flat-footed 12 (+2 armor , +1 Dex ); hp 75 (2d10+4 x 5); Fort +6, Ref +3, Will +2
OFFENSE
Speed 30 ft.; Melee longsword, accuracy 13 (5d8+5/19–20) or sap, accuracy 13 (5d6+5 nonlethal); Ranged longbow, accuracy 13 (5d8/×3)
STATISTICS
Str 13, Dex 13, Con 12, Int 9, Wis 10, Cha 8; Base Atk +2; CMB +3; CMD 14; Feats Point-Blank Shot , Skill Focus ( Stealth ); Skills Intimidate +4, Stealth +6; Languages Common
Combat Gear 10 potion of cure light wounds (heals 5d8+5), masterwork arrows (50), tanglefoot bags (20), thunderstone (20); Other Gear 10 leather armor , longbow with 20 arrows, 10 longswords , 10 saps , 480 gp
If we compare Lingshen's regimented soldiers versus the brigands, each round of combat will land an average of 5d8+15 to the bandits, and 5d8+5 to the soldiers. If the bandits (or brigands) are using greatswords, the battle will be over (much) quicker. If the battle plan is to pile up on enemies (which is the case), the bandits will take nearly 10d8+30 damage per round (or 75 DPR), which is enough to kill them outright each round while being flanked (increasing accuracy by 2, making it more difficult to save to half damage).
Narukami Hayashi |
If not everyone is keen on the [Troop] rules combat, we can go with the mooks.
Overall, this is the best way to run the game: we decide where we're going, and the GM describes what our characters do, and runs the combats (including our characters) in the way they are best run. We may get a little hit points shaved off (his discretion) until we each have a boss fight.
In the case of a boss fight, the GM makes a big post with a spoiler'd section for each hero and boss. No mooks join the fight, and it's basically Mortal Kombat instead.
For example:
Hayashi chooses the mountain route, taking with him 20 men and his 5 ninja.
(GM runs combat off-screen)
Hayashi loses 5 hit points, but the enemies are all defeated.
After fighting through the enemies, a boss appears.
My mooks and the boss's mooks fight off-screen, and the boss and Hayashi fight solo.
"You--I've heard a lot about you, shinobi. I will defeat you and prove myself to the Shogun!"
Fight!
Di Yuan charges to Hayashi, spinning before an unarmed (kick) attack!
1d20 + 6 ⇒ (3) + 6 = 9
The attack is a miss!
My post
"..." Hayashi spares the man no word once he engaged in combat, and prepares himself!
Di Yuan's charge met nothing, and Hayashi returned with an unarmed strike (fist) to meet his stomach, before his other hand rose up to slash with his ninja-to.
Flurry unarmed: 1d20 + 5 ⇒ (3) + 5 = 8
Flurry ninja-to: 1d20 + 5 ⇒ (9) + 5 = 14
GM's Post
"What--I cannot lose!"
Di Yuan performs his own flurry of kicks and jabs.
1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (1) + 4 = 5
Both are misses--Hayashi moves like water!
My post
Flurry trip: 1d20 + 5 ⇒ (13) + 5 = 18
Flurry ninja-to: 1d20 + 5 ⇒ (10) + 5 = 15
GM's Post
"I...I...this can't be," whispered the trenchcoat-man, as Hayashi's soldiers began cleaning up the battlefield.
"You talk too much," said Hayashi, continuing on.
Narukami Hayashi |
Alternatively, here is a simpler method:
As our armies gather and prepare to assault, the Stag Lord sends a messenger to us.
"We have prepared for your coming, Men of Lingshen. We can fight to the death and waste precious blood, or we can settle this in mortal combat on Watchtower D. No soldiers--but a general against a general."
So we head to Watchtower D (or whatever its name is), and it's a 5 v 5 combat between us heroes and the shogun's generals. Straight combat as the soldiers from both sides watch.