Medieval Warfare and Magic - A Discussion


Pathfinder First Edition General Discussion

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Kierato wrote:
First off, if we assume shield wall and toughness (you did further up), 10 hp per soldier (7 was just HD + con mod). Meaning you would have to get an 11 or a 12 to knock anyone unconscious (an 8.32%).

Well no, I was told the investment was in Shield Tactics and Toughness, it seems to vary up a bit during Abrahams lectures, sometimes the guys are as high as Level 5 Fighters, no less.

So assuming that build, they are all just suffering greatly reduced HP and now all stuck on difficult terrain.

At that point they might have morale problems too.

The whole point is that something as pedestrian as an L2 spell can have pretty significant impact on a battlefield, you don't need major league hitters to do significant damage to a significant number of people in one hit. 40' radius is quite a huge impact area. Other spells may similarly create problems, such as spike growth etc

@Abraham, I truly find it the height of comedy that you want to talk about lectures, go back and read your posts. I especially like the lectures you give where you BOLD up text as though you are just barely able to summon the will to point out your 'genius' to others. I'm going to stick to my point, your name calling was tacky,


Now, now Shifty, Abraham, lets not let this degenerate this has been a fun and useful thread. The cleric healing most or all of their hp would do a great bit for morale IMHO. Nothing boosts morale like the power of the gods on your side. You also seem to be disregarding the cleric. They are "badly injured" for a few seconds.


Though the Clerics channel can only hit a footprint around half the size of the 40' blast, thats the hassle. So there's still going to be some unhappy dudes.

I'd like a nice set of massed combat rules so we can get a good grasp of morale etc.

I remember in 1st and 2nd Ed BATTLESYSTEM that sort of damage hitting the tiles would create real problems and invoke the 'wounded' condition.

Oh here it is:
http://www.scribd.com/doc/58246471/Tsr01019-Battle-System-Boxed-Set


I think one other assumption that might need doing away with is the idea that ever soldier in the unit happens to be the same level. I think that works for GM convenience but likely does not reflect the reality. Some troops will die and get replaced, others will level in different ways, still some will simply get more levels. A unit of soldiers will consist of green recruits, the leftovers from broken and destroyed squads and hardened veterans who open their mouths wide when the stone fall comes because it's the best breakfast they've had in weeks.

So, I'm going to bed now because it's 2am and I'm not Australian.

I think when I get back I'm going to broach the subject of non-humans into the equation and why you do not go to war with the dwarves. EVER.


Medieval artillery? No. Pathfinder artillery? Sure, its as good as the guy aiming it. I'll just have my caster with a decent spot check casting faerie fire to help out.

Fireball goes further.

Its a case of the wizard needing to spot a cannon next to a small building vs the cannoneer trying to spot, basically the guy holding a stick and a pike amid 500 people holding pikes.

You can't just look for the guy who's clueless. They're peasants, they're all clueless.


Shifty wrote:

Though the Clerics channel can only hit a footprint around half the size of the 40' blast, thats the hassle. So there's still going to be some unhappy dudes.

I'd like a nice set of massed combat rules so we can get a good grasp of morale etc.

I remember in 1st and 2nd Ed BATTLESYSTEM that sort of damage hitting the tiles would create real problems and invoke the 'wounded' condition.

Oh here it is:
http://www.scribd.com/doc/58246471/Tsr01019-Battle-System-Boxed-Set

Well I was writing such a system but I'm being sidetracked wiht 5000 words worth of items to write.

There's the kingmaker rules which are quick adn easy but nto what we're looking for and the Warpath rules which are decent enough. Take a look at those.


Strangely enough, the BATTLESYSTEM rules probably still work quite well, but are very 'wargamey'.

BATTLESYSTEM

I agree that not all the dudes in a unit are going to be the same level, but I think the nature of any massed battle system sort of has to even it out - we need to be able to resolve things dozens of people at a time, one level 2 dude isn't going to make too much a difference overall when we get to upscale encounters.

But then Battlesystem makes room for that too.


Shifty wrote:

Though the Clerics channel can only hit a footprint around half the size of the 40' blast, thats the hassle. So there's still going to be some unhappy dudes.

I'd like a nice set of massed combat rules so we can get a good grasp of morale etc.

I remember in 1st and 2nd Ed BATTLESYSTEM that sort of damage hitting the tiles would create real problems and invoke the 'wounded' condition.

Oh here it is:
http://www.scribd.com/doc/58246471/Tsr01019-Battle-System-Boxed-Set

I don't really think we need battle system rules personally (just my oppinion) as it is something better handled "behind the curtain" as it were (IMO, again). You have a point with the cleric only healing, assuming all troups around the cleric were level 1 warriors (which we are for this exercise). A new tactic could be introduced to "cycle" wounded soldiers closer to the cleric. Bat at this point, warfare begins to evolve beyond medieval warefare, which it did anyways when we included wizards and clerics.


Shifty wrote:

Though the Clerics channel can only hit a footprint around half the size of the 40' blast, thats the hassle. So there's still going to be some unhappy dudes.

However unlike the wizard's spell he's going to be placed in prime position to heal the most most effectively.

The wizard is going to lose a large mass of targeting to empty space still (even at the most packed organized units didn't tighten up enough to get the maximum number of targets as you are assuming.

Also the 30 foot burst of channel energy compared to the 40 foot cylinder means 96 people maximum are healed for 1 cleric out of the 156 you hit maximum with stone call.

The real question comes down to as everyone has stated what's actually on the field.

Might I suggest this as a starting point?

and this?


BigNorseWolf wrote:

Medieval artillery? No. Pathfinder artillery? Sure, its as good as the guy aiming it. I'll just have my caster with a decent spot check casting faerie fire to help out.

Fireball goes further.

Its a case of the wizard needing to spot a cannon next to a small building vs the cannoneer trying to spot, basically the guy holding a stick and a pike amid 500 people holding pikes.

You can't just look for the guy who's clueless. They're peasants, they're all clueless.

Not further. 250ft + 250ft per 2 levels of the commander (effectively) for a cannon, 400 + 40 per level for fireball.

Yeah, but the wizard isn't wearing armor, most likely, and by pathfinder rules, its still just a spot check.


Value of a level 3 mage = 3000 gold.

You could also hire 100 trained hirelings for 30 days, costin' you 900 gold. Equip them with padded armor, another 500. Three shortspears each, in case they feel like throwin' things, another 300. If you have to feed them, trail rations for 30 days would cost a good chunk, 1500 gold. Then, for the sake of fun, give five random peons a flask of alchemists fire.

Personally, I'd rather have the 100 on my side.


BigNorseWolf wrote:


Fireball goes further.

Fire ball has a maximum range of 1,200 feet for a level 20 caster with no metamagic feats.

A light catapult exceeds that by 300 feet while a cannon has a range of 1,000 feet.

Also it's a matter of where the cannon is too, and how the wizard is getting to range. A siege situation isn't going to favor him highly on that.

Besides the cannon has a hardness of 10 and 70 hp.

Your fire ball is looking at 35 points of damage on average, halved, and then having 10 subtracted -- so 7 points of damage to the cannon and that's at caster level 10 - more likely you'll have a caster level of 5 and only be getting about 15 points of damage to start with meaning no damage to the cannon. You are much better off trying to kill the crew, and hoping they don't have any defenses set up to protect against this (which they will).


Blackmage2549 wrote:
Value of a level 3 mage = 3000 gold.

How are you hitting that number?


Abraham spalding wrote:
Blackmage2549 wrote:
Value of a level 3 mage = 3000 gold.
How are you hitting that number?

I'm too lazy to go get my book from the other room, so I hit up the PRD. Under the "Gamemastering" section, it lists the character wealth by level of a level 3 character at 3,000 gold. That's where I found my number, if you'd prefer I use a different one to generate some hatred for a level 3 caster, let me know!

Also, a brief aside about the level 20 wizard. If he's in the army, you'd be dealing with much larger armies. Otherwise, his presence would be so unbalanced as to render the entire debate about it moot.


Blackmage2549 wrote:
Abraham spalding wrote:
Blackmage2549 wrote:
Value of a level 3 mage = 3000 gold.
How are you hitting that number?

I'm too lazy to go get my book from the other room, so I hit up the PRD. Under the "Gamemastering" section, it lists the character wealth by level of a level 3 character at 3,000 gold. That's where I found my number, if you'd prefer I use a different one to generate some hatred for a level 3 caster, let me know!

Also, a brief aside about the level 20 wizard. If he's in the army, you'd be dealing with much larger armies. Otherwise, his presence would be so unbalanced as to render the entire debate about it moot.

I came up with 360, as the cost of him casting all of his 1st/2nd level spells.


Kierato wrote:


I came up with 360, as the cost of him casting all of his 1st/2nd level spells.

Very well. If we're ignoring any other gear that a person might have, any expenses for utilizing said person, I choose 360 warriors with clubs and shortspears. I like this outcome even more.


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Not further. 250ft + 250ft per 2 levels of the commander (effectively) for a cannon, 400 + 40 per level for fireball.

Yeah, but the wizard isn't wearing armor, most likely, and by pathfinder rules, its still just a spot check.

A spot check made at -40 when the wizard can make a disguise check and take 10. He'll be fine.

Quote:
Also it's a matter of where the cannon is too, and how the wizard is getting to range. A siege situation isn't going to favor him highly on that.

Siege tactics are different.

Quote:


Besides the cannon has a hardness of 10 and 70 hp.

Whats the hardness and hp of the gunpowder?


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Blackmage2549 wrote:
Kierato wrote:


I came up with 360, as the cost of him casting all of his 1st/2nd level spells.
Very well. If we're ignoring any other gear that a person might have, any expenses for utilizing said person, I choose 360 warriors with clubs and shortspears. I like this outcome even more.

Back in 3.5 mercenaries were a couple of silver a day, and they came with their own armor and weapons.


Kierato wrote:


Back in 3.5 mercenaries were a couple of silver a day, and they came with their own armor and weapons.

I do not see anything in the PRD that says that, and I didn't want to incur the wrath of the more erudite.

If we're only counting the cost of things expended in the battle, sign my mercs up for two tanglefoot bags, three smokesticks, five alchemist's fire, and 70 gold to float the cost of however you want 'em hired.


Blackmage2549 wrote:
Kierato wrote:


Back in 3.5 mercenaries were a couple of silver a day, and they came with their own armor and weapons.

I do not see anything in the PRD that says that, and I didn't want to incur the wrath of the more erudite.

If we're only counting the cost of things expended in the battle, sign my mercs up for two tanglefoot bags, three smokesticks, five alchemist's fire, and 70 gold to float the cost of however you want 'em hired.

The closest thing I found in PF was a foot soldier would sign up for 10% of the treasure, which is why I went with 3.5


BigNorseWolf wrote:


Yeah, but the wizard isn't wearing armor, most likely, and by pathfinder rules, its still just a spot check.

A spot check made at -40 when the wizard can make a disguise check and take 10. He'll be fine.

Again, the crew aren't the only ones on the battlefield. Spotters are used in the military all the time for just this reason. Mages are squishy; they get one shot, and someone alive is going to see it. Bye bye mage.

Quote:


Besides the cannon has a hardness of 10 and 70 hp.
Whats the hardness and hp of the gunpowder?

Immaterial. Its in protected casing. Gunslingers don't explode like fireworks when they are hit by fireballs either.


BigNorseWolf wrote:


Siege tactics are different.

Agreed

Quote:
Whats the hardness and hp of the gunpowder?

Inside it's metal container? hardness 10 so hp doesn't matter your level 5 caster isn't busting it.

Got to love these jumping caster levels by the way -- we've been from 3 all the way up to 20 at different points. Your going to need caster level 8 to reliably do a single point of damage to metal.

BTW the level 5 caster is going to have less range than the cannon by 100 feet.


BigNorseWolf wrote:


Not further. 250ft + 250ft per 2 levels of the commander (effectively) for a cannon, 400 + 40 per level for fireball.

Yeah, but the wizard isn't wearing armor, most likely, and by pathfinder rules, its still just a spot check.

A spot check made at -40 when the wizard can make a disguise check and take 10. He'll be fine.

Um... I'm not seeing how you are using a disguise to give a -40 to seeing him. If you said stealth or something I might slide with that but honestly a disguise check and you're just dropping a -40? That's not how the disguise skill works.


Blackmage2549 wrote:
Kierato wrote:


I came up with 360, as the cost of him casting all of his 1st/2nd level spells.
Very well. If we're ignoring any other gear that a person might have, any expenses for utilizing said person, I choose 360 warriors with clubs and shortspears. I like this outcome even more.

Also allowing for items or not is going to affect what the caster is going to use -- if all you are paying him for is his spells per day he's not going to be using items.


Abraham spalding wrote:
Blackmage2549 wrote:
Kierato wrote:


I came up with 360, as the cost of him casting all of his 1st/2nd level spells.
Very well. If we're ignoring any other gear that a person might have, any expenses for utilizing said person, I choose 360 warriors with clubs and shortspears. I like this outcome even more.
Also allowing for items or not is going to affect what the caster is going to use -- if all you are paying him for is his spells per day he's not going to be using items.

I acknowledge that, items cost extra or must be provided.


Kierato wrote:
Abraham spalding wrote:
Blackmage2549 wrote:
Kierato wrote:


I came up with 360, as the cost of him casting all of his 1st/2nd level spells.
Very well. If we're ignoring any other gear that a person might have, any expenses for utilizing said person, I choose 360 warriors with clubs and shortspears. I like this outcome even more.
Also allowing for items or not is going to affect what the caster is going to use -- if all you are paying him for is his spells per day he's not going to be using items.
I acknowledge that, items cost extra or must be provided.

Sorry didn't mean to be accusatory with that just pointing it out.

Honestly I almost think we would be best off setting a gold limit, and seeing what each person brings to the table with that, and granting a certain number of levels that can be used however they want with a certain number that can have elite stats, while the rest have average.

With those three limits we could then show armies of various compositions that are built on semi-equal grounds.


@ Abraham
I did not perceive your post as an accusation, merely clarifying. no apologies necessary. I like your idea, but I am not sure how much it would help in discerning tactics overall. Also, a level cap would be required.


yeah I would suggest a 25% population limit for elite array, level cap of 12.

Knowing what armies we have would help define the tactics used and then see what comes out and if that matches with what we know of tactics already.


Might I also suggest something along the lines of "For each 12th level character in your army, there must be 2 11th level, etc."? So as not to have an army composed of only 12th level characters.

The Exchange

I'm posting this from my iPad and without time to calculate such things, so if someone else has time or inclination.....

Banner of energy resistance - mass energy resistance to anyone within 30 ft

Banner of magical reflection - rebounds spell cast at unit towards the caster

Banner of concealment - provides an illusory effect that makes them hard to target.

Castles would most likely have devices like infernal machines that provide protective wards.

Pacts can work for defense as much as anything else. When the castles are built, elementals and other planar creatures may be bound to defend them in times of attack, particularly against aerial or subterranean assault. Like a trigger effect.

Walls may well be built with small pockets of force beads to prevent passing through them

Tactical rooms and tents with lead lining to stop scry and fry.

Mass illusion effects to ask your army.

A cabal flow level casters working to provide a "blanket magical barrier" as a ritual during the battle.

All of these are likely in a truly magical world, they just haven't been statted up for pathfinder yet.

I believe the stronghold builders guide had some stuff init from 3.0 that would be useful as well.

Cheers

The Exchange

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Just had another idea,

I imagine that part of the build up to any war would include the buying off or ilimination of potential ally casters in the realm. A kind of cold war theme of espionage and wetworks as political negotiations start to fail.

Sounds like a great way to start an AP actually (if I do say so myself)

Cheers


Wrath wrote:

Just had another idea,

I imagine that part of the build up to any war would include the buying off or ilimination of potential ally casters in the realm. A kind of cold war theme of espionage and wetworks as political negotiations start to fail.

Sounds like a great way to start an AP actually (if I do say so myself)

Cheers

This is the sort of role I could see PCs having in a war.


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The fundamental problem with wizard is their rarity and the inability to replace them.

Wizard training takes awhile, and you can't send everybody off to wizard school, much less simply give them the extra levels to makes them more effective.

So yes, wizards can do a lot of damage to masses of men, but when they do so they open themselves up to attack from units dedicated to killing them. And once lost they are not easy to replace.

The role wizards would probably take is similar to air superiority. They hold off on launching attacks on the ground troops until their able to kill or throw off the enemy air support. Once they do that they can tear into the enemy army and inflict a lot of damage.

If I were building a mage killer

We'll start with a Wizard 6. Reasonably within the level range you could expect I think. He's have to make caster checks to use a lot of items

1st level: Damaging spells
Self-cast: Protection from Arrows
Self-cast: Fox's Cunning
Self-cast: Resist Energy (Fire)
Self-cast: Resist Energy (Lightning)
3rd level slot - Dispel Magic x2, Summon Monster IIIx1

Scroll of Overland Flight (1,125gp) Lasts 9 hours
Scroll of Improved Invisibilityx3 (2,100gp) Lasts 7 rounds
Ring of Invisibility (20,000gp)
Scroll of Feeblemind (1,125gp)
Scroll of Black Tentacles (700gp)
Scroll of Cloudkillx2 (2,500gp)
Scroll of See Invisibility x5 (750gp)
Scroll of Scorching Ray x5 (750gp)
Scroll of Lightning Bolt x2 (750gp)
Scroll of Enervation x2 (1,400gp)
Total: 31,200gp or 15,600 crafted

Our mage uses the scroll of overland flight and ring of invisibility to cruise high above the battlefield ready to strike against any casters who reveal themselves.

Once one does by unleashing rocks, fireballs or the like, the wizard activates See Invisibility and casts any short term buffs and swoops down.

He tries to use detect magic to detect the wizard and see if the wizard has any buffs worth dispelling.

When he's ready to start, he activates the scroll of improved invisibility.

Open with Dispel Magic if necessary, otherwise, open with scroll of feeblemind.

Follow with scroll of black tentacles.

Follow with scroll of cloud kill.

Use some combination of Scorching Ray, Lightning Bolt, Summon Monster III, extra cloud kill, enervation and first level damage spells to make the caster deadified. Then run back to your own lines.

Obviously, the enemy will then begin to adapt and you'll end up having caster air battles.

Grand Lodge

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I think we as players assume casters are pretty common because normally 2 in 4 or 5 players in each party are casters.

How common in each gaming world? Your milage may vary. I think Golarion is 1 in 100.


Great thread.

I love the way that even the rules lawyering has basically come down to economics. How to spend the money.

The % of the population who can cast spells would affect this tremendously but only in the detail.

TarkXT - I look forward to reading the book as you made some really great points.

-----------------------------

Regarding the economy. I am having a bit of a rethink. But I still think whoever produces most, and keeps their morale up will win the war.


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A previous post pointed out how much the game world itself is more important than the particular PFRPG rules. For instance, Golarian warfare would be very high level, especially as that game world does not place any restrictions on spell casting. Casters would likely be very common in any army, resulting in combat more similar to the last hundred years.
For example, cannons entered the battlefield in the 1300’s, but they did not revolutionize warfare until armies learned to deploy them in significant numbers with better, more accurate versions. When that started to occur, you saw radical changes such as in new fortifications like star forts.

So, how prevalent is magic and at what level?

I prefer play similar based on the E6 system with significant restrictions on the number of casters in the world. In this case, you get something much closer to traditional medieval warfare with massed formations, magical duels, more counter spells, and a greater reliance on magic for reconnaissance, communications, and AoE or attacks at specific points in the battle to try and turn the tide. Yes, those few wizards and clerics can rule that battlefield, but there are only so many of them and the other side will keep theirs in reserve as a counter. Moreover, losing a caster would be devastating, so many would not wish to risk them to take down the massed charge of peasants and instead wait for the charging cavaliers.

I think Golarian would be closer to the later part of the American Civil War due to the availability of powerful magic (artillery and rifle fire). There would be massed formations, but also a much greater reliance on skirmishing and defensive measures such as entrenchment in order to protect the masses against long range, accurate spells. At Antietam, the two armies fought in a small area that you can walk across in about an hour. A couple years later at Petersburg, similarly sized armies were spread out over 50 miles of entrenchments.

Massed formations can work under the right circumstances, but they can also be shredded when confronting a strong position with a reserve of arcane blasters. Fighters would start to prefer ranged weapons in order to strike casters without exposing themselves as much. Clerics would also continual heal the injured, which would extend the length of battles as the wounded are reconstituted in reserve formations. You would be forced to grind down the opposing army, depleting the enemy’s reserves of magic, scrolls, and wands, before you could break them. Of course, one or two level 20’s could stop by at any time and all the careful planning in the world wouldn’t do much against a wish or two.


Quote:
Um... I'm not seeing how you are using a disguise to give a -40 to seeing him. If you said stealth or something I might slide with that but honestly a disguise check and you're just dropping a -40? That's not how the disguise skill works.

Yes. That is exactly how the disguise skill works.

Your Disguise check result determines how good the disguise is, and it is opposed by others' Perception check results.

Perception: Distance to the source, object, or creature +1/10 feet

Plant a few bonsai trees and you can get a halfling to look like an ogre at the right distance.

Quote:
Inside it's metal container? hardness 10 so hp doesn't matter your level 5 caster isn't busting it.

You don't need to bust it. Just wait till they open the door to go in and get the powder. Its a temporary shack remember, and fireball is a spread , you shoot past and over the front of the building to the door.

Or just shoot the crew. They're the ones standing next to the ginormous cannon. Makes them stand out a lot more than the wizard.

Grand Lodge

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Lets assume a base population of 10,000. Call it a city, call it a bunch of large villages or call it a country... doesn't matter. Assume 1% of the population are magically active.

Assume only 10% of the population is available for deployment - the rest represents, the old, young, the pregnant/nursing, rear guard and people who can't be readily freed up.

So we have 1000 troops.

Lets assume that 90% of troops are low level... say 300 are level 1 commoners, 300 are level 1 commoner and level 1 warrior and 300 are level 3 with either 2 levels of commoner and 1 of warrior or 2 of warrior, 1 of commoners.

Then we have 100 troops as special, call them average level 4. Give them adventurer class levels. Call these guys shock troops, commanders, adventurers of renown etc.

1% of the thousand is TEN casters. Fold those in with above force as part of the 100... ideally we should use the same level percentages. so 3 casters are level 1, 3 are level 2 and 3 are level 3... and a single 5th (averaged out could be a 4th to 7th level).

We aren't exactly rolling in casters here for the army. Enough to help but not enough to be force of their own for destruction.

Even looking at the population of the above city population there is a total of 100 casters... break that over clerics, bards, druids, wizards and sorcerers and then keep in mind that some of those wont WANT to march to war and some may be level 1 or 2 as well.


For my own worlds I use a similar low level calculation.

Level 1: 40%
Level 2: 30%
Level 3: 15%
Level 4: 8%
Level 5: 5%
Level 6: 2%
Level 7-8: Extremely Rare

Magic rates vary by race, but they are somewhere in the 20% range. So in a city of a 1,000 people you will only have about 200 people capable of magic and only about a dozen even capable of level three spells. Most of those people will not be “warrior” casting fireballs, instead they will provide commercial services like crafting because that is where a comfortable livelihood can be found.

Based on this rule system, I think magic is very powerful but ultimately limited by the low numbers. Even magical items will be more limited to the lack of capable crafters; especially as not everyone with magical aptitude will have access to training, etc. However, if you do make it to 3rd of 4th level spells then people will not want to mess with you and kings will be willing to pay a pretty platinum penny for your services.


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Thinking more about high fantasy magic in the medieval-ish warfare, I would imagine that national unification would have occurred much more rapidly than in European history.

One of the reasons for greater centralization was the increasing need to manufacture cannons, muskets, equipment, armor, etc. at a level that decentralized blacksmiths could not accomplish. And of course, once a king learned how to better centralized the powers to do that (financial, logistics, etc.), those weapons provided a significant advantage over those that did not have them. Those arms races consumed a great deal of the national income of early “nations”, minus a few lovely palaces of course. Magical communication and transportation would only hasten this centralizing effect.

Magic would probably result in a similar situation. Rulers would seek to bind as many casters as possible to their will while seeking to neutralize those that do not wish to follow their lead. Assassins would target rogue magic users or those from other nations. Kings would attempt to bribe those they could not kill. Similar conspiracies surrounded the mysteries of early gun powder and cannon manufacturing, a.k.a. state secrets. If you did not wish to learn battle magic you would only be allowed to use magic for commercial purposes. You can’t have random people walking around with WMD after all… pesky cloudkill. Pretty sure the most powerful magics would be carefully regulated and tracked, with the state magicians providing the tracking.

Military units would be more successful based on the logistical support that a centralized government can provide. I mean, you need a magical standard, perhaps a golden eagle, with protective powers. You need those state owned magic users to heal you or kill those other spell casters as well as provide the needed healing potions. Only a powerful state and industry could provide those things.

You would also see a greater number of elite units as well. You can’t afford to equip your entire army with the best, but a wise ruler will need that magically enabled, mithril equipped, high level fighting force for personal protection and to keep the rest of the country/barons/armies in-line.

Again, it really depends upon how common magic is in the world.


Helaman wrote:
Assume only 10% of the population is available for deployment - the rest represents, the old, young, the pregnant/nursing, rear guard and people who can't be readily freed up.

Though I don't disagree with all your points 10% is a ludicriously low number. When the lords men come through to collect fighters they're looking for "every able bodied man." Which is a very loose definition. "Men" can be as young as 10-12 depending on how big they are. It's up to the discression of the seargeant in charge of collecting. Plus children were simply viewed as smaller adults until well after the industrial revolution. If you have a big kid he'd be readily conscripted.

Also there were very few "old people" prior to advanced medicine. 40-50 years was a long life in the middle ages. Additionally pesant lifespan was probably closer to 35 years due to the many hardships and litlte medical attention. Fewer old people means higher population percentage that are conscriptable.

I think you'd be looking at closer to 40% of a given population. That's an estimate, but it's certainly greater than 10%.

Edit: furthere the feudal lord doesn't care about the pesants livelihoods individually. he has a war to fight. Compared to the lord losing his land and probably life the viability of his economy is a secondary consideration at best.

Grand Lodge

Tiny Coffee Golem wrote:
Helaman wrote:
Assume only 10% of the population is available for deployment - the rest represents, the old, young, the pregnant/nursing, rear guard and people who can't be readily freed up.

Though I don't disagree with all your points 10% is a ludicriously low number. When the lords men come through to collect fighters they're looking for "every able bodied man." Which is a very loose definition. "Men" can be as young as 10-12 depending on how big they are. It's up to the discression of the seargeant in charge of collecting. Plus children were simply viewed as smaller adults until well after the industrial revolution. If you have a big kid he'd be readily conscripted.

Also there were very few "old people" prior to advanced medicine. 40-50 years was a long life in the middle ages. Additionally pesant lifespan was probably closer to 35 years due to the many hardships and litlte medical attention. Fewer old people means higher population percentage that are conscriptable.

I think you'd be looking at closer to 40% of a given population. That's an estimate, but it's certainly greater than 10%.

Edit: furthere the feudal lord doesn't care about the pesants livelihoods individually. he has a war to fight. Compared to the lord losing his land and probably life the viability of his economy is a secondary consideration at best.

I was being conservative - not trying to make it a war like the year of 1066 where the english villages were stripped of able bodied men, because after Hastings, the English had NOTHING left.

Ok... call it 20% but it couldn't be 40% unless they were stripping females out as well.

Edit: Just a thought - while middle ages health care (even for the wealthy) sucked badly, the introduction of magic would improve the situation somewhat. For instance a festering axe wound could be fixed by a level 1 cleric. Create Food and Water magic means that crappy well water isn't the only drink (though Beer was HUGE back then as the safe to drink beverage) purify food and drink would help with stores. Magic to produce/improve resources would provide a longer life span even for the peasants, unless they were ignored all together.


Helaman wrote:

I was being conservative - not trying to make it a war like the year of 1066 where the english villages were stripped of able bodied men, because after Hastings, the English had NOTHING left.

Ok... call it 20% but it couldn't be 40% unless they were stripping females out as well.

Call it 25 and we have a deal! ;-)

I don't know an exact number, but ten seems really low.

Grand Lodge

Tiny Coffee Golem wrote:
Helaman wrote:

I was being conservative - not trying to make it a war like the year of 1066 where the english villages were stripped of able bodied men, because after Hastings, the English had NOTHING left.

Ok... call it 20% but it couldn't be 40% unless they were stripping females out as well.

Call it 25 and we have a deal! ;-)

I don't know an exact number, but ten seems really low.

Bargained Well and Done.

Keep in mind that 25% of the population GUTS it in terms of food production for the next few years if there is heavy casualties and so on.

Ok, back to 1% casters and now 2500 troops.

We are looking at 25 casters (give or take a few, say 20-30?) Say 40% priests of one sort of another (10) 40% mainstyle arcane (10) and 5 mixed - Bards, Inquisitors, Magi...

Take the same level mix. Of the clerics/druids we are looking at 90% of them being 3rd level or under, with maybe the leader averaging 5-6th. Same with the Wizard/Sorcerers.

Great for defensive depth and with that many clerics out there, keeping troops in the field when they should be wounded and unable to fight, and the arcane casters could summon up all sorts of fun effects like fog banks and maybe even snap off a few fireballs, against an equivilent sized force, casting is important but its not the "instawin" button.

Maybe the above force also has 25 kickarse guys (1% of the force) who holds levels of 10 or so.

Again, even so the number of casters would be low... lets be generous and say at level 10 its easier for casters to survive and call 20% of that 25 as casters (as opposed to the 1% used earlier) its still not going to decide the battle. Decisive? Yes. Deciding? No.


Remember, if you're only one in a million there are 7,000 of you on the planet.


BigNorseWolf wrote:
Remember, if you're only one in a million there are 7,000 of you on the planet.

But how many of those would even consider going into mass combat?


TarkXT wrote:
BigNorseWolf wrote:
Remember, if you're only one in a million there are 7,000 of you on the planet.
But how many of those would even consider going into mass combat?

not me. Thats what summoned balors are for. ;-)


Tiny Coffee Golem wrote:
TarkXT wrote:
BigNorseWolf wrote:
Remember, if you're only one in a million there are 7,000 of you on the planet.
But how many of those would even consider going into mass combat?
not me. Thats what summoned balors are for. ;-)

Alright so how many of those are capable of summoning a balor?


TarkXT wrote:
Tiny Coffee Golem wrote:
TarkXT wrote:
BigNorseWolf wrote:
Remember, if you're only one in a million there are 7,000 of you on the planet.
But how many of those would even consider going into mass combat?
not me. Thats what summoned balors are for. ;-)
Alright so how many of those are capable of summoning a balor?

just me. What do i care about the rest?

p.s. im not debating. its a joke.


Tiny Coffee Golem wrote:
TarkXT wrote:
Tiny Coffee Golem wrote:
TarkXT wrote:
BigNorseWolf wrote:
Remember, if you're only one in a million there are 7,000 of you on the planet.
But how many of those would even consider going into mass combat?
not me. Thats what summoned balors are for. ;-)
Alright so how many of those are capable of summoning a balor?

just me. What do i care about the rest?

p.s. im not debating. its a joke.

I know, just illustrating a point. :P

Not every caster is going to be suited for combat. Most will just as likely avoid it at all costs no matter how much conscription the nation tries to enforce.

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