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Old 05-16-2003, 06:20 AM   #11
Legolas
Jack Burton
 

Join Date: March 31, 2001
Location: The zephyr lands beneath the brine.
Age: 40
Posts: 5,459
Yes, there's no need to keep track of ability scores. The smallest units of infantry still consists of 100 men/women, so the impact of a single more powerful individual is very limited. Some will be stronger, some weaker, but it's assumed that averages out.
Differences in power come mostly in the from of the quality and type of weapons, the quality and type of armour and the number of men in the units.

Later on there may be stronger units for hire, like ogres for example, but technically speaking that's just lowering the displayed amount of troops in the unit while using the real amount for calculations.
Different races will have some advantages and disadvantages, which'll result in minor bonusses and penalties whenever I need to roll for something (usually casualties).

There's going to be a minor role for magic too, but again any individual mages will have so little impact on the battle they are ignored. Groups of clerics or wizards (depending on the race) will have a choice of a number of simple spells, most of which have counters. The exact spells are again limited by the race. I'll put those on the site as well, although none of the starting armies have any wizards with them.


About the defecting, you're roleplaying a character. You are not bound to your realm or king by anything but perhaps honour. If you want to leave and offer your services to a different realm you can do so, as long as you can find it, and they'll have you. Running back and forth between kings all the time may not make you well loved though.
Also, depending on how well the troops like you (units that served under you longer will be more loyal unless you use the unit in question as a suicide squad in most battles), they may either follow you or just go home.
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