Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search
Links
Shop
Recent Reviews

Way of the Samurai (PFRPG) PDF
***** by Endzeitgeist

Scions of Evil (PFRPG) PDF
***** by Endzeitgeist

Book of Friends and Foes: Assassins in the River Nations (PFRPG) PDF
***( )( ) by Endzeitgeist

Power Word Spells: Lore of the First Language (PFRPG) PDF
***** by Endzeitgeist

Wicked Fantasy—Humans: The Reign of Men (PFRPG) PDF
***( )( ) by Endzeitgeist

   RSS Posts    RSS Reviews    RSS Wishlists
Kobold

Hank Woon's page

Contributor. 447 posts. No reviews. No lists. No wishlists.


Search Posts
Search Hank Woon's posts:
RSS Recent Posts
1 to 50 of 447 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

memorax wrote:

I was wondering what other Pathfinder compitable settings are out on the market.

I know of:

Freeport

Oathbound

Midgard ( a work in progress)

Anyone know of any others? I will mention that I know of some 3.5 that can be converted to 3.5 yet I have neither the time or interest to do so.

I know of one!

Earthdawn: The Age of Legend

And a 6-part Adventure Campaign will be starting soon as well.


Blastin wrote:
since James was answering questions here I was hoping he might chime in. I'm interested in the 3rd ed stuff as well as the SW and PF versions, but without their boards I don't know where to get info on the 3rd ed books (in the new format) release.

I'll also try to answer any questions you may have about the ED Pathfinder and Savage World Editions!


ShadowcatX wrote:
So there's going to be a player's guide, a player's companion, a GM's guide, a GM's companion? How many books is it going to take to play the game?

The Companions won't be necessary at all to play the game.


ShadowcatX wrote:
My biggest point of feed back is that I greatly dislike how you've forced so many classes into only one adept way. Barbarian, Cavalier, and Bard have exactly 1 option. Please, reconsider that and open the ways up to various classes, options are always good.

Thanks for the feedback!

Quick note: Paladin will satisfy Cavalryman prereq in the coming update.

Regarding clerics: Clerics waive all other prereq considerations for choosing a Discipline.

We understand that right now the selection seems a bit limited and shoehorned, but we wanted to establish a baseline and leave room for specializations (which will be tackled in the Player’s Companion). So things like Bladesman or Spearmaster will be able to be a fighter with slightly different feat choices, and "Dashing Swordsman" type archetypes, or more barbaric Warriors. We also wanted to save some of the base classes for future Disciplines, such as the Monk Discipline in the Cathay Player’s Guide, the Shaman, and so on.

The Game Master’s Companion (note, Companion, not Guide) will also offer advice for tweaking other classes (such as third-party classes) for existing Disciplines, because we can’t possibly cover them all.

In the end, we want as much variability as possible, but for right now, we want to leave room for growth. Ideally, we would like the kind of variability within Disciplines that you see in ED, due to their wide talent selections. Right now, though, we want to focus on what we consider more core, and then expanding outward from there.


ShadowcatX wrote:
No worries man. I just wanted to have an idea of when I should check.

I'm excited to get my hands on the final PDF, too. Until then I'll get back to work developing the first Parlainth Adventure Campaign... (which I'm pretty excited about. The author, Katherine Fang, turned in an awesome draft).


Full of awesome and win! The RPG community owes Paizo a great deal. Here's to the next ten years!

quick edit note:
As someone who is responsible for the Pokémon brand, I feel compelled to point out that the accent over the "e" is backwards. ;)


Glad you're enjoying it so far! I hope it suits your needs!


Barator wrote:

Looking at using the Warpath rules for Kingmaker. In case anyone cares here is some information on how I am going to take the rules for a test drive with the group. No Kingmaker Spoilers are listed as nothing occurring is within the scope of the adventure.

** spoiler omitted **

The questions that I have is for the calculation on Unit Power it says to round up. ...

Yes, rounding up should always go up to the nearest whole number, even if it is .1. And Bull Rush should be per 5, like standard PF-- sorry about that!


Paul Ryan wrote:

I think the issue is that State is a required field in the address info. Since I don't live in the US, and don't live in a state for postal address purposes, it's throwing a fit at me filling in the field with 'n/a', which works at every other site I've done business with. Or, to be more accurate, since the Redbrick site itself accepts that, and Paypal accepts the same for other businesses, I suspect there's something screwy in the interface between the two.

It's not worth the hassle to me to keep on trying. It'll be available on Drivethru eventually, and maybe I'll get it then.

Edit: And yes, I have checked the address is accurate other than that issue with the 'State' field.

Yeah, that's a pain in the ass--sorry for the hassle! But like James said, it's a good deal right now!


Xaaon of Korvosa wrote:

Hank,

What about the Cathay stuff, are you redoing it for the ED SW and PF editions?

What James said! And I'm also working on my third Cathay novel to finish up the trilogy, but that might also be a while, since I'm so busy with this!


Dungeon Grrrl wrote:


Once we have the Pf ED book, how hard will it be to adapt fluff from ED3 books for use in a Pf ED game? It sounds like you've accepted the PDF ED and ED3 are actively different worlds, but are they clode enough for an experienced GM to use material designed for one to run games in the other?

The content/metaplot won't diverge much, so you will be able to use ED3 material with no trouble. Most ED3 material, however, will eventually find its way into the Pathfinder & Savage Worlds game lines, too.


Quick little interview answering some questions (intro is in Polish, but the actual interview is in English):

Here.


fasthd97 wrote:
So spells are the part my group is really curious about.Are we still looking at several rounds to cast spells?Also in ed you could cast spells all day is that still the case?Will spell matrixes exist?How will metamagic work? Will boneshatter,Razor orb and onion skin retain their scariness?Will we have ed healing too?Or will we need to have a questor present like pf?Last but not least will this line or ed3 ever do any books about shosara or sereatha?

Spells follow standard PF mechanics. New spells based on the ED versions will be available, but players are free to pick their old favorites.

Questors will be explored in the upcoming Player's Companion (due out in early 2013), but clerics do not need to be Questors, and vice versa. Clerics will still have access to their standard spell list.

An Elven Nations book is currently being developed for the core ED3 line, and we will likely convert it to the Pathfinder and Savage Worlds lines later. But sine we already have more than a dozen books in the pipe for each year up through 2014, we probably won't squeeze it into publication until sometime in 2015.


Robert Little wrote:
Hank Woon wrote:

And we hoped that idea would cross. Being an Adept really is an add-on. By learning a Discipline, characters gain access to a wide variety of powers. Adept skills are truly powers, not just mundane abilities.

I can really understand some people's disappointment with that direction, but I really do feel it helps highlight the difference between non- Adepts and Adepts, making the latter just a little "more than."

Are ya'll using any of the other character options we've seen for PF in the Player's Guide (such as alternate race traits, archetypes, alternate classes) and if not are you possibly including them in future products (like the Denizen's books)?

Basically character creation remains unaffected other than the bonus Discipline feat.


ShadowcatX wrote:


Its funny, this is what I expected, but I think the adept feats are going to be a much better option and it has me even more excited for it.

Its all about milage. Disciplines as classes might have worked better, but it wouldn't let me use any of my other PF stuff with it. And it would make it more difficult to get a game. (I only get to play in pbp anymore.) And honestly, if I could over come those two basic problems, I'd probably just play regular 3rd edition earthdawn.

And we hoped that idea would cross. Being an Adept really is an add-on. By learning a Discipline, characters gain access to a wide variety of powers. Adept skills are truly powers, not just mundane abilities.

I can really understand some people's disappointment with that direction, but I really do feel it helps highlight the difference between non- Adepts and Adepts, making the latter just a little "more than."


Tommaso Gollini wrote:
Hank Woon wrote:


nice thanks Hank.
another question.
there are restrictions on wich "combo" of PF class / "ED" discipline you can take ?
i mean, i can be a PF bard and take the "adept" feat for warriors ? or Nethermancers ? just to say ofc.
or there are "prerequisites" in the discipline feat ?
(that is, for example, only sorcerers and wizard can take the wizard/nethermancer/illusionist/elementalis feat, and warriors only the warrior / swordmaster / skyraider and rangers the scout .. or is a free for all ?)

There are prerequisites for the Discipline feats. A bard won't be able to choose Warrior Adept.


thejeff wrote:

Interesting. I'll have to see how it plays out.

I think I would have preferred a Disciplines as Classes approach.
More of a D20 Earthdawn than an add-on retaining all the PF assumptions.

I am still buying it, but I'm a little less excited. :(

I understand where you're coming from, but I feel that the class skills and feat selection (along with the Adept fluff presented in the Player's Guide) goes a long way to making your vanilla fighter really *feel* like a Warrior Adept, or your wizard really feel like a Wizard Adept (or Illusionist Adept, Nethermancer Adept, etc.).

YMMV, of course!


Tommaso Gollini wrote:

yeah sure hank, thanks for the details. it's now more comprehensive.

the thing i just need now (if possible ofc) is to know how the "adept" feat (discipline feat actually) will change the class.
it's something adding on it or modifying it ?
i mean, the "discpline" feat will on a fighter will give to the fighter access to more "combat feats", or there will be a whole new bunch of feats (the old "talents") that will add to the "regular pf" feats ?

Yeah, so basically if you're a fighter and you choose as your bonus Discipline feat "Warrior Adept," then you will be granted several new class skills (called "Adept skills" that ED fans will recognize from the old talent lists), plus access to a wide variety of new Adept feats that have "Warrior Adept" as one of the prerequisites (such as Air Dance, Wood Skin, and so on).

(And to note, all Adept Feats with Warrior Adept as a prerequisite are noted to be combat feats for purposes of being able to choose them with a fighter's bonus feats.)

And then there's Versatility, a bonus skill provided to humans, which allows them to bypass these prerequisites (and even put ranks in Adept skills of other Disciplines), but that's another story...


Also, it should be noted, that within the Earthdawn game world, people won't know what "class" they are (that is just metagame), but they will know what their Discipline is.


Tommaso Gollini wrote:

thanks Hank, but i am sorry to say that i am still missing the concept of wich are the classes.

are they the usual PF ones ?
(i mean, bard, barbarian, cleric, fighter, paladin, ranger, wizard, sorcerer, monk, thief, druid ?)

and healing will be spell based mostly, since the PF rules dont allow for "self healing" as it was embedded in any PC (adept or not) in the "fasa" ED ?

Yes, the usual Pathfinder classes. So you would make a fighter, a bard, a monk, a rogue, or whatever, per normal.

Healing will work as it normally does in Pathfinder.

Try to think of Earthdawn as a Pathfinder game, rather than a game that is trying to bend Pathfinder rules to match a completely different game. We're approaching the game design as though we were building a brand-new campaign world within the rules set down by Pathfinder (just like the Dragonlance designers did with Krynn, for example).


Tommaso Gollini wrote:


so there will be the 11 pathfinder core classes in the first player book right ?
and the "disciplines" feats will be defining the core classes more like the ED classes (airsailor, skyraider, swordmaster, weaponsmith) or they will only give the "adept" status to the core class ?
what i am asking is we will have airsailors or skyraiders in ED/PF (or messenger, or liberators) or they are just a subclass of the basic classes ?

ofc warriors > fighters, thieves > rogues, probably rangers > scouts, troubadours > bards.. but clerics ? there arent clerics in barsaive as per self.. so healing how will be handled ?
any chance to have a preview before actually buying it ?
:)

I think James is working on a preview, but the core classes won't be reprinted in the Player's Guide. They are, however, available (any PF class, really).

Character creation follows the same guidelines as the core Pathfinder Rulebook (with the exception of choosing a race and starting money/equipment), but with the addition of gaining a bonus feat--the Discipline feat, which have prerequisites.

And since you asked, clerics are interesting, because the Discipline for which they satisfy the prerequisites depend wholly upon which Passion they worship. For example, a cleric of Jaspree can become a Beastmaster or Scout Adept, while a cleric of Chorrolis can become a Thief or Air Sailor Adept, and so on.


Drejk wrote:


Will those feats and abilities be Open Content or part of Product Identity?

I'll let James answer that!


ShadowcatX wrote:


This makes me happy. I've got way too many good 3pp classes to give up on them.

Glad to hear it! We wanted to make PF ED as accessible to PF fans as possible, and we felt that allowing them to choose the classes they are already familiar with and love would be one way to do that.

We assume that most players will want to be an Adept, but there's nothing stopping someone from beginning play with just a core class and perhaps picking up a Discipline later through roleplaying.


ShadowcatX wrote:
I'm curious, will there be all new classes or will current classes be used?

Current classes! However, Earthdawn characters begin play with a bonus Discipline feat, which grants several new class skills and--by way of prerequisite--many new abilities called Adept Feats (considered supernatural abilities in game terms). Once a Discipline feat is chosen, the character is then officially an Adept. Adepts also have access to the Adept feat Karma Ritual, which allows them to gain Karna Points.

Choosing your bonus Discipline feat will be limited by your base class, as these feats, like all others, have prerequisites of their own.


LazarX wrote:


The problem is that they are two pieces of a world that got sold to separate and by definition competing companies. So that's a Humpty Egg that will never be put back together again.

That essentially forces a retcon that does mean that despite they were once one world, they never were.

When I designed the Cathay sourcebooks for Earthdawn Third Edition, I very carefully planted many easter eggs for SR fans and did my best to ensure continuity.


Coltaine wrote:
What levels are the adventure paths for? I take it that the classes will be new and unique from Pathfinder? Any hints on what the adventure is about?

The first campaign is set in and around the city of Parlainth, with a base of operations out of Haven. I can't go into too many specifics right now, but the overall plot deals with competing goals among various factions of the ruined city. The three main contenders are Theran, Throalic, and the Unforgiveables under the great dragon Charcoalgrin. The PCs will have to decide which faction to support, and as the plot thickens, the PCs will go deeper and deeper into the Forgotten City, exploring its various sections while being drawn further and further into the web of intrigue.

Each adventure will focus on a different section of the ruins, and a corresponding article featured in the book will explore that particular section in more depth.

The Parlainth sourcebook will release 1 month before the Adventure Campaign begins (pre-orders available in May), which will also help GMs fill in any details and provide a very large sandbox as a backdrop to the adventures.

Each Adventure Campaign will be designed to go from 1st level to around 14th to 16th.

The titles for the Parlainth Adventure Campaign are as follows:

1. Relics of the Forgotten City
2. In Treachery's Shadow
3. Vault of the Dreaming Dead
4. Dwellers of Ruin
5. The Nexus Crucible
6. Beyond the Lost Realm


Chuck Wright wrote:

How heavily will these draw upon the original titles? I know that a lot of work has to be done on the crunch side but should we be expecting fresh material from the fluff as well or no?

I'm good either way. :D

Books like Denizens won't have new fluff; most of our new fluff will be all-original books, such as the Adventure Campaigns and new creature/Horror books.


Mikaze wrote:


Thanks for the info guys!

You bet!

And as a heads up, two of the books in this year's pipeline include Denizens of Barsaive I (which details humans, elves, t'skrang, and windlings) and Denizens of Barsaive II (which details orks, trolls, dwarfs, and obsidimen).

Each book deeply explores the cultures of the races, presents new racial subtypes, makes available new culturally specific equipment, and provides racial Disciplines.


HappyDaze wrote:
I hope that the setting is presented without too much bias. I always thought that the Therans were unjustly vilified.

The next Adventure Campaign after Parlainth, which is Sky Point & Vivane, will have a lot of good, bad, and in-between Therans. ;)


HappyDaze wrote:
I wonder if the trolls and obsidimen are actually going to be Large. At the least, in Earthdawn they are allowed to use larger weapons that most of the races, so perhaps they'll just go for that patch, but I hope we actually see Large races that require less patchwork.

They're Large.


LazarX wrote:
Hank Woon wrote:
LazarX wrote:


It's a damm shame. FASA's creation deserved a better fate than to be dismembered and sacrificed to D20.

A better fate than say, oh I don't know, Earthdawn Third Edition, which is still available and alive and well?

I remember when Guardians of Order decided that Big Eyes Small Mouth could expand it's audience by going D20.

Within a year or so of that experiment, both versions of the game as well as the company itself, were defunct.

Reactionary fears noted. But it should also be noted that GoO had other problems (hell, I'm still waiting for my free Game of Thrones D20 adventure!).


LazarX wrote:


It's a damm shame. FASA's creation deserved a better fate than to be dismembered and sacrificed to D20.

A better fate than say, oh I don't know, Earthdawn Third Edition, which is still available and alive and well?


thejeff wrote:


I'm not sure I can cope with "just misunderstood" Horrors.

Incomprehensible alien monstrosities that feed off of our suffering, perhaps.

It should be noted that all Horrors I have statted so far have been chaotic evil. ;)

And design-wise, they are outsiders with the new Horror subtype (described in the upcoming Game Master's Guide).


ShadowcatX wrote:


By forcing pcs to burn resources to use them and punishing them with penalties.

Ah, yeah, none of that going on here!


Mikaze wrote:

So, about the orcs in this setting at that point in the timeline:

Are they "Always Chaotic Evil" types or do they have a better range of possibilities than that? Do they have a well developed culture to mine that isn't built around being stock villains?

(just been desperately searching for good support for non-evil orcs since forever, have to ask)

Yeah, there really aren't any stock bad guy humanoids. Orks were once a slave race and have developed a nomadic tribe system based on raiding (called Scorchers), but many also live in settlements. Some of the scorcher tribes work as mercenaries. In fact, one of the leading nations of Barsaive, the dwarf kingdom of Throal, employs a few as permanent auxiliaries (you might imagine that a dwarf nation would be hard pressed to develop a formidable cavalry unit on their own).


Chuck Wright wrote:


I do hope that they don't try to punish players for using an alternative magic weapon system like Weapons of Legacy did.

No punishment! How exactly were players punished in WoL, out of curiosity?


Robert Little wrote:
What exactly does it mean when they describe the PF/SW Earthdawn as based on 1st Ed Earthdawn, as opposed to the current 3rd Ed? Is it primarily timeline and setting based, or are there other differences we need to be aware of?

The timeline! We're starting fresh.


thejeff wrote:


There's a Savage Worlds version as well, I believe.

I agree that the world is brilliant and I love a lot of the mechanical concepts, but not the core mechanics themselves.

I'm very curious to see what they do with threaded magic items for example. And how easy it'll be to steal that for regular PF games.

Hopefully the threaded magic items can translate well into standard PF campaigns. The design goal was to make Pathfinder Earthdawn for Pathfinder fans first, and Earthdawn fans second (and likewise, for Savage Earthdawn, the design goal was to design it for Savage Worlds fans first, and Earthdawn fans second).

I like to think that Golarion characters could travel to Barsaive (and vice versa).

Actually, that's why we chose Parlainth as our first main area to explore. Parlainth is an easy city to logically be able to plop down into any pre-existing campaign, erased as it was from the material plane, along with all memory of its existence, only to return as a Horror-haunted ruin centuries later--perfect! That way GMs who don't necessarily want to immerse themselves in the Earthdawn world can still get in on the action.


deinol wrote:

I love Pathfinder and Earthdawn. Double win.

That Hank Woon fellow, I've seen him somewhere before…

Well, it's a pretty common name.


fasthd97 wrote:

Wow I love earthdawn,but my players like pathfinder rules for simplicity.So i need both the players guide and the gamemaster guide to run this?

Player's definitely, but GM's Guide is recommended. GM's Guide will have monsters, threaded magic items, rules for blood magic, secret societies... Some other stuff...


Jim Groves wrote:

I'm excited about the Parlainth Adventure Campaign.

Paizo is the King of AP's but I like the AP concept in any setting or rule system. This will do a lot towards getting me to run the game, and therefore get more people playing it.

Glad you like the idea! The Parlainth Adventure Campaign will accompany the Parlainth Sourcebook (for which pre-orders will be available in May; release in June). We plan to do a new one each year, with each Adventure Campaign complementing a major sourcebook. (Next year's will be the Sky Point & Vivane Adventure Campaign, taking PCs to the opposite corner of Barsaive.)


Rathendar wrote:
Hank Woon wrote:
Jim Groves wrote:

This is awesome. I love this setting. I'll be curious and excited to see how it's adapted for Pathfinder.

Particularly legendary weapons. I've seen lots of attempts at legendary weapon systems (including one by Hank, I think? In Kobold Quarterly that wasn't given enough word count to cover the topic adequately- strictly my opinion).

So yeah, I'll be checking this out!

Yeah, I only had enough space to do a general idea in that article. Pathfinder ED thread weapons aren't going to be too dissimilar from standard ED, actually!

will you be doing remakes of the classic adventures and sourcebooks also? or is the default timeline now past the events?

(specifically, i am curious about Blades, Prelude to War, Barsaive at War, and the afterwards one that the name escapes me atm. Edit: Barsaive in Chaos! thank you swiss cheese mind.)

Timeline starts over at 1506, so yes ( though no LRG stuff). There will also be new content, such as our Parlainth Adventure Campaign (re: "adventure path")...


Jim Groves wrote:

This is awesome. I love this setting. I'll be curious and excited to see how it's adapted for Pathfinder.

Particularly legendary weapons. I've seen lots of attempts at legendary weapon systems (including one by Hank, I think? In Kobold Quarterly that wasn't given enough word count to cover the topic adequately- strictly my opinion).

So yeah, I'll be checking this out!

Yeah, I only had enough space to do a general idea in that article. Pathfinder ED thread weapons aren't going to be too dissimilar from standard ED, actually!


thejeff wrote:

This is a "Player's Guide". Is it enough to run a game? (Along with PF Core rules, of course) Are monsters included? Horrors especially.

Is there more in the pipeline?

GM's Guide on presale next month! In total, there are 12 releases in the pipeline for 2012 (and even more in 2013!).


RedBrick announced their latest fantasy campaign world, compatible with Pathfinder! Earthdawn: The Age of Legend!

RedBrick announced Earthdawn for Pathfinder!


treehouse916 wrote:

Question, since you're checking the thread - I am thinking about sprucing up the Morale system in the following ways:

1) Forcing a morale check when a unit first reaches half health (regardless of how many hits they take to get there).

2) Having variable morale checks (i.e. not all DC 15). I am thinking a range of 10-20. Taking a charge from the rear is probably more demoralizing than suffering an attack from the flanks, which is probably more demoralizing than taking attacks from two enemies in the front (for example).

Does that seem reasonable, or is the Morale DC static for a reason?

Also, is there any situation where Mass Rating might be reduced in combat? I am thinking about getting rid of it in my Excel stat block and just adjusting the formulas in each cell that accounts for MR.

That doesn't sound unreasonable. Another consideration might be adding a penalty to the unit equal to the difference between its current Power Rating and its starting Power Rating (but I perhaps would keep the DC 15 if using that approach).

If you are using an excel spreadsheet, taking out the Mass Rating is fine. (When using the unit cards, we found that having a Mass Rating was useful for reducing the equation by one step.)


Touch My Monkey wrote:
In the "Running a Campaign" portion there are a few references to "pay citizenry upkeep," however I don't see a description of what that is or how its calculated.

Ah man, I don't see it in there anywhere... It's 1 gold per citizen each month!


stringburka wrote:

Sorry for necroing this, but I recently got my hands on this book and I don't get it to make sense. I don't know what I'm doing wrong, but the formulas don't seem to make sense. What am I doing wrong?

Thankful for any help

Hi! Glad you're checking out Warpath.

And that's correct. In the case above, the ogres would deal 17 damage with each hit while the orcs would deal 21 damage.

That works out to those extra 50 orcs killing 1 extra ogre per round. That sounds pretty reasonable to me!

However, due to attrition, if each side hit the other each round, round after round, then by the beginning of round 5, their Power Ratings would both be identical (assuming no critical hits). After that, the ogres would gain a cumulative advantage, and the orcs would lose.

Also I recommended for units to be limited to 100 each. Let's see what happens if 100 orcs (+4 vs. AC 17) squared off against 50 ogres (+7 vs. AC 13), assuming each side hits the other each turn and there are no crits and nobody routs:

ROUND ONE: 100 orcs vs. 50 ogres

ROUND TWO: 93 orcs vs. 48 ogres

ROUND THREE: 86 orcs vs. 45 ogres

ROUND FOUR: 79 orcs vs. 42 ogres

ROUND FIVE: 72 orcs vs. 40 ogres

ROUND SIX: 66 orcs vs. 38 ogres

ROUND SEVEN: 60 orcs vs. 36 ogres

ROUND EIGHT: 54 orcs vs. 34 ogres

ROUND NINE: 48 orcs vs. 32 ogres

ROUND TEN: 42 orcs vs. 31 ogres

ROUND ELEVEN: 36 orcs vs. 29 ogres

ROUND TWELVE: 31 orcs vs. 28 ogres

ROUND THIRTEEN: 26 orcs vs. 27 ogres

ROUND FOURTEEN: 21 orcs vs. 26 ogres

ROUND FIFTEEN: 16 orcs vs. 25 ogres

ROUND SIXTEEN: 11 orcs vs. 24 ogres

ROUND SEVENTEEN: 6 orcs vs. 23 ogres

ROUND EIGHTEEN: 1 orc vs. 23 ogres

ROUND NINETEEN: 0 orcs vs. 22 ogres

RESULT: 100 defeated orcs and 28 defeated ogres.

Of course, this slow attrition is quickened quite a bit with the appropriate battlefield tactics to force the enemy to rout (hard to do with only 1 unit in each army, though!). It's also very unlikely the orcs would hit as often as the ogres, so the above results would probably be a little different (less casualties for the ogres, and quicker victory).

But, maybe you're still dubious about 100 CR 1/3 creatures defeating over 50% of 50 CR 3 creatures? Well, let's take a step back from the macro and look at the micro:

If we had 2 orcs vs. 1 ogre, and assuming the same parameters (no crits, everyone hits, and let's say the orcs have initiative for the sake of argument), and each creature dealt their average damage, then on round 1, the ogre would suffer 18 damage, and 1 orc would die. On round 2, the ogre would suffer 9 more damage, and the second orc would die.

Result: 2 defeated orcs and 1 wounded ogre with 27 damage (out of 30 hit points--i.e., over 50% damage).

But remember, the main theme behind Warpath is battlefield tactics and maneuvers, not attrition. =)

I hope that helps!


One amendment to the rulesheet PDF: It currently reads that a holding can muster a number of units equal to 3 times its Influence Rating. I have changed that so it’s just equal to your Influence Rating. So for example, if the holding has an Influence Rating of 2, the maximum number of units that can be mustered there in a single turn is 2.


My friends and I are starting our new GoT Strategy Wargame via MapTools on Tuesday in celebration of A Dance with Dragons!

We have all the positions filled up except House Tully. We have a player on the fence, depending on his schedule.

The PDF of rules can be downloaded here:

Rulebook

Should be epic! (We haven't played in 5 years, and this will be the first time with MapTools (a LOT of bookkeeping with the old system). Still PBeM, though, to avoid logistical problems.)

1 to 50 of 447 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.