Friday, May 31, 2013

West Marches and the MMO


I was re-reading Ben Robbin's West Marches how-to blog posts just recently and I had an odd revelation.

Before a few guys dropped out due to time constraints, and some of us started our own Roll20'd DND session on Sunday mornings, we all played Lord of the Rings Online a lot. My ~78th level Minstrel is still there, twiddling his thumbs somewhere outside Galtrev.

It struck me that Ben's explanation of how to run a West March style game had a lot of mirrors with how we (and I guess other people) played LOTRO, and perhaps MMO's in general.

How's this pan out for Ben's points?

Setting: Go West Young Man

This one's easy. Every place in the MMO world is dangerous that's not a town. The areas are broken up into different regions by default - it's basically a trope of the genre. My first (and only other) MMO was Everquest I, which had forced-loading "zones" - LOTRO just kinda flows from one to the other.

If  you're a complete newbie you quickly learn what's what in where you can go. It's often pretty darn clear.

Scheduling: Players Are In Control

Infinitely so. The game world sits there brooding while the players are gone - NPCs hawk wares to no one, orcs guard never-challenged forts. The GM is the server on the far side of the world, and has all the content ready to go at a moment's notice.

And, we all had multiple characters. Is Bob's 23rd level Champion online? Well, then Joe chooses his 20th level Hunter, and they group up, if Joe didn't have something he wanted to finish with his 80th level Burglar.

Stopping an expedition and heading back to town - for rest, for inventory management, for stocking up on consumables - also well-mirrored.

Shared Experience: Game Summaries & Shared World: The Table Map

This is something that happens mostly in an MMO via twinking out alternate characters, or helping a late joiner get up to speed. All the content in an MMO is repeatable by each player character, so it becomes less fiction and more a how-to, but that's the nature of the game.

The table map is also rendered mostly irrelevant, many? of today's MMO's provide a map with many points of interest marked out - and usually when you get a quest, it tells you where to head to complete it.

There's several odd affections like that in a game that lacks a thinking DM, and relies on programmatic responses to player input.

Recycled Maps: Evolving Dungeons & Recycled Danger: Wandering Monsters


MMO dungeons don't so much evolve as respawn, but the concept is somewhat there. Wandering monsters, the same - same place, same time. It's almost a parody of itself; Everquest I would spawn this high-level wizard in the newbie zone on some ridiculously long schedule; out of nowhere, dozens of high-level PCs would pounce the guy for whatever he dropped (a crystal ball of some sort, I think?).

Again, something with a lot more verisimilitude with a thinking DM. Reimagine that wizard as a powerful NPC who travels to this certain place of power every week or so, and put that place of power where the PCs find it at low levels. Make it into an encounter that changes - change is something sorely missing from MMOs, not that it's their fault, really. There's only so much you can do.

I do recall, however, when Everquest I had an 'event' where they refreshed the Splitpaw dungeon. It was a neat place - the dungeon entrance was in a mound like the palm of a paw, and there were other mounds with giant "claws" coming out of the ground in the expected places. It was full of gnolls, and a place our guild spent a lot of time - we kinda treated it as our clubhouse.

Anyway, one day they had this event where the Splitpaw tribe was evicted by another tribe of gnolls. I don't recall it being much more than a movie cutscene, though we made an effort at defending "our" gnolls from the others. Not that they appreciated it.

And, if you were on my server at the time, you would have been treated to the ranger Koewn belting out a song in memory of those gnolls, sung to the tune of Don McLean's 'American Pie'.


Danger Gradients: Paths of Exploration & Danger Pockets: Barrow Mounds & Treasure Rooms

Easy enough. Everquest I had several starting zones for each race. LOTRO has the same, but they're all more-or-less contiguous, out in the safe West, from Bree to the shores.

I recall Everquest had little 'gotcha' areas that ramped up in danger quickly (like the aforementioned wizard), I'm not sure about LOTRO. There's certainly many areas you can't adventure solo in, mixed in with a zone of  your level, so that's much the same thing.


That maps pretty well. Let's see how Ben's advice on Running Your Own West Marches holds up against an MMO mirror:

Building It

The towns are safe. Unless you attack a guard, or, in some games have faction issues.

NPC adventurers are non-existent. If they exist, they are there as quest hooks for players.

Dungeons will and do have pockets of danger - they're designed as "levels", and there's a big bad at the end.

Running It

Appearing passive - not even an issue. The code is the code. In general, MMOs go out of their way to be passive and fair - balance is a huge issue - no paying player wants to be left with time sunk into a suboptimal choice.

Getting started is easy, obviously, there's a newbie quest that sends you straight out into that dangerous wilderness to slay 10 rats or whatever-the-heck.

The players certainly do all the work of an MMO, and there's no doubt there's competition - intra-party for just the sheer need to do so, and inter-party for the next 'loot drop' or first-to-finish a quest.

Scheduling certainly happens - look at all that work that goes into those 100-man raids or whatever there is (we've never gotten that big - our group is just the same people we'd always played DND with), and the social monster is always present in a group of more than two people.




So, there you go. A West Marches style game approximates the experience of playing an MMO (or, perhaps the other way around?), with the caveat there has to always be a DM available when players want to "log in".

With a trusted group of experienced players, having the DM duty rotate amongst whomever can do it that day would work out to increase play opportunities - if you hew to the line of not having overarching plots, just a pure exploration game, then there won't be any collisions. Say, one player really wants to run S4, or Sunless Citadel, or what-have you, they can plop it in a hex and go.

If there's a Dungeon Master Master who can "reserve" hexes for plot point areas and also run the background machinations of that plot, that would more-or-less complete the MMO-style experience, and allow a bit of non-player-centric story.


All the convenience of an MMO, all the goodness of real DND.

Thursday, May 23, 2013

ACKS Proficiencies by Subsystem


Well then! I hope you were an on-time backer of Domains At War.

Playing a few skirmishes with the product reminded me of how much fun 3E was in those early days, before you could feel the crushing weight of higher levels and later expansions - I'm a turn-based wargamer at heart.



Back to the regularly scheduled! I'm getting a lot of spam comments now, which I think means I'm an Internet Presence. That's what I'm going with, anyway, so I'll keep trudging along.



Proficiencies! I do not know why I worry at Chapter 4 of the ACKS core rulebook like a child at a loose tooth. But it ain't fell out yet, so here we go again.

Back here I took on all the 'profession' style proficiencies, where one could, instead of adventuring, sit and earn money like a regular 9-to-5'er. I'd been waffling back and forth about how to categorize the rest. The 'profession' proficiencies all interact at the ACKS economic level - where the passage of time allows for the movement of commerce in an abstract way - the same as domain income, for example. We're not trying to figure out *why* that domain income trickles up, outside a few broad strokes, we're just happy that it does. Same with the profession proficiencies - we're not playing Papers & Paychecks, so we handwave the day-to-day drudgery and say the Master Armorsmith makes 40gp/month. We don't care why unless the PCs are there finding out, or they're commissioning something.

So, there's a good way to look at it - what subsystem of the game does the proficiency interact with?

We'll operate under the assumption the previous posts eliminate the proficiencies that it tackled, so we've got a smaller list to work with - we eliminate Art, Craft, Performance, Animal Husbandry, Healing, Knowledge (which also subsumes Collegiate Wizardry, Theology, Naturalism), Alchemy, Profession, Engineering, and Seafaring. And, by extension, Labor, even though I hadn't touched on that one.

There may not be a lot of conclusions through this, but there'll be the seeds of ideas about where to go. Where am I going? Not sure yet. I know I want a background/profession system to replace a lot of this - the "mundane" things that aren't things that interact with the "DND" parts of the world - crafting is great, it needs to be there, but it's something that would exist if there were no dungeons or dragons. And perhaps that's the counterargument - plenty of people have run low|zero-magic games without wizards and clerics, so a lot of these proficiences would be outright removed. Starting from the other end then - removing the mundane proficiencies - is perhaps just as valid.


I'd also like to replace the whole darn thing with some sort of training system, either on the job or not - let someone fumble around rolling 18+'s on something for a while and they're bound to get better. How to do that without a lot of paperwork or a phone app is the problem.



 Aside from Personal Automaton, which I couldn't see playing a automaton-centered character without, these are all mostly proficiency-cost bonuses - i.e., spend a proficiency slot, take this bonus - act as if you're higher level, use less time, use less money - this is a set of the most "feat-like" of proficiencies, a group of proficiencies just here to support a specific subsystem introduced in the Player's Companion. I'm not knocking it, I'm just saying what it is - a group of choices there to provide higher efficiency at a class's main focus at the expense of breadth.


Manual of Arms should be a profession, boom, done. Siege Engineering, the same - add some text about sapping and it's a fun profession. That leaves Military Strategy - there's an 11+ "I.D. famous war stuff" roll, but the meat of the proficiency is the bonus to initiative for forces led by the character in Domains At War - and that's no small thing. The importance of having initiative in D@W cannot be understated. It kind of wants to be the third arm of a set of military professions alongside the other two - the professional military officer. I'll have to see if I can make that work now that I've got D@W's prerelease manuscripts.


There's a knowledge bit in Beast Friendship that should get subsumed into Knowledge, with Naturalism, which leaves the +2 to animal reaction rolls and the ability to take them as henchmen.  Command gives a morale bonus, that's fine. Leadership is a great proficiency - the domain morale bonus gives you some flexibility in the endgame to make hard decisions, and another henchman is always useful.  These play well with each other.


 These are  your specialize-your-mage proficiencies. It's interesting to look at what these all end up equating. Here we're just talking about how they effect magical research - Black Lore and Transmog. +2 ERL [effective research level] for either necromantic research or crossbreed creation. There's a bunch of room in here for other proficiencies for the other 'schools' of ACKS magic, as presented in the Player's Companion.

Magical Engineering is your bonus to magical research rolls, which is well worth a proficiency.

If nothing else, there needs to be more stuff here to choose from as far as "specializing" goes.


 These are all little situational bonuses in the movement/exploration subsystems - the only one that feels off here is Pass Without Trace - there's no reason that shouldn't be part of Tracking. These are decent "I'm more than my statistics" proficiencies.

Navigation and Survival could stand being combined into more of a Bushcraft sort of skill.






 Here's odd mechanics that are not quite 'skills', in the d20 parlance. Animal Training is a "light" profession - I'm thinking my profession system should have subsets, like a minor to a major in a B.S degree - there's no reason someone who does Animal Training wouldn't also have Animal Husbandry or Knowledge(Naturalism) alongside it.

Gambling's a weird one. On one hand, it should be there for the "we're in a tavern" occurrences - it's a very simple system as listed, and that's what's needed. On the other hand, there's text about raising stakes, which includes giving over real estate, and I'm not sure how often that's really going to occur - and that's about the only thing that would compel a player to take it multiple times. Maybe there's a Wild West game out there that has decently quick mechanics.

Comparing the monthly income to the chart on ACKS pg 39, it does at least seem like it'd work out over time as it would for a middle-range WSOP player (so says some light Googling), assuming Adequate/Comfortable hovers in today's middle class income. I don't think those guys clear dungeons during the off-season though.

Bargaining should be something anyone can do - why not? Haggling was a thing back in the day. Opposed reaction rolls already take Charisma into account, and any of the other applicable reaction-roll-boosting proficiencies can be made to apply - Diplomacy, if you're smooth, Intimidation, if you bully yourself into a deal, Mystic Aura as well.

Bribery - also something anyone should be able to do. That's a smooth mechanic and it's a shame to let it go to waste locked behind a proficiency door - if the PCs think to do it, let it happen.



 Ug, I should have ordered these alphabetically. Oh well.

There's precedence for Tracking, Trapping, and Survival to be a single "Bushcraft" sort of skill - Survival itself sort of implies you're tracking and trapping as part of the skill. Add a surface/land-locked Navigation, Land Surveying, and Mapping, and you've got  the makings of a Profession.

Heck, turn some of that underground, involve Caving, and you've got a tomb-raiding profession, or Dungeoncraft skill.

Arcane Dabbling is a good strong skill, as is Loremastery. Dwarven Brewing's right on the edge of that as well. Acrobatics is worth a proficiency, certainly.

Disguise and Mimicry are good things to let everyone try, perhaps with my previous post where I mathed up ACKS' default proficency rolls. Let Disguise and Mimicry be rolled at 18+ (modify roll by INT) without the proficiency.  Remember Disguise is implying you're trying to look like someone specific - knocking out Guardsman Tom to get his tunic and then trying to pass yourself off as any random guardsman, not Tom, shouldn't require more than a reaction roll when necessary.



All different sides of the same coin, depending if you're going for hearts, spines, minds, or twixt the nethers. Or animals.






 A lesson in what equals what.

1) Immunity to Paralysis + longevity (no tactical value) ==
2) Immunity to Disease ==
3) +2 to all saves ==
4) +4 to a certain spell effect ==
5) +2 to reflex-related saves + tumbling (strong tactical value)



 These boil down to spell-like abilities.

Lay On Hands is a very weak Cure Light Wounds, but even more limited in usage from what you'd get out of a Custom Power based on a first level spell. Magical Music is nearly a Charm + Sleep custom power with extended casting times. Mystic Aura is a Charm that lasts only while the target is with the caster.




Spellcaster proficiencies! Apostasy and Contemplation are stong. Wakefulness can have it's advantages.

Both Quiet Magic and Unflappable Casting have strong tactical use, as does Battle Magic, which also gets you a "light specialization" in dispelling/vs. magic resistance.

All three of Elementalism, Black Lore, and Transmog. give a -2 to target saves for their related theme - elemental spells (blasts, essentially), death or polymorph spells.

Elementalism adds +1 to damage die, and +1 HP/HD for summoned elementals. That's nice, but not as flavorful as what the other two give out, perhaps because evocation-focused wizards are a bit passe themselves. :)

Of Black Lore and Transmog., both give +2 ECL [effective caster level] for specific spell types (necromantic and polymorph (Not sure why that's not listed as just all Transmog spells?). They also take +2 ERL for necromantic research or crossbreed creation. I'll have to do some tinkering and fill that out a bit for other focus areas in ACKS. There really should be one for constructs.



So here's a mix. A few of these outright grant Thief abilities: Climbing, Eavesdropping, Prestidigitation (at half-level, there's call for a Cutpurse proficiency that eliminates the spellcasty bits). That's good.

Lockpicking, Skulking, Trapfinding all grant a bonus to those skills, plus a "act faster at penalty" mechanic for Lockpicking and Trapfinding. There was a lot of good conversation here at Autarch about allowing a thief custom progressions that would essentially specialize them at the outset, and not need to take proficiencies later to do it. I'm still mulling over my own treatise on surprise and how that would affect thief skills as well.

Sniping modifies thieves' backstab, and Ambushing gives the most basic ability to non-thieves. Those are good. Cat Burglary modifies Climb Walls, also a strong entry. Language is, of course, just a auto-succeed single-language Read Languages, which is why it's here. That's another proficiency that's always insisted upon a training/experience system.



Black Lore of Zahar, and from the Player's Companion, Grey Lore, show us that half-level-turning is about the value of a half of a proficiency. They both give penalties to target saves and bonuses to ECL, though Black Lore has a wider spread of covered spell types. Grey Lore has no research bonus, either. I'm going to guess that the value difference here is in the context cost of being a Chaotic character.

Righteous Turning, is, interestingly, the only proficiency to call in an attribute bonus (Wisdom) as it's granted modifier - everything else has been a flat bonus. It sticks out all the more since almost everywhere else, stat modifiers aren't used except in the usual old-school way.





So there's that - some directions to go in. I probably should firm up the Profession ideas and get those out of the way - that'd go a long way towards thinning this down into just the 'fantasy world' skills & proficiencies.


Wednesday, May 8, 2013

Autarch's Domains At War: A Battle



Domains At War is the next piece in the Adventurer Conqueror King System, that being the one that aids your mid-high level characters to take these domains they've recently won and break them in battle against their neighbors.

My previous post, an overview of the books, is here.

The Kickstarter for it is on until May 18th, and you'd better get in now while the getting is good. I was in for the PDFs, but just upped my pledge to Centurion to get the physical books and the unit tokens. I already have a system for making my own tokens and such, but I'm inherently lazy, and the extra $30 from the physical book level is much less than the time-cost of my own labor in that.

Plus, the product's just plain worth it.

So; as a backer I have access to the documents-in-progress, and I've gone and played around a bit. What follows then is a battle report, first done through Domains At War: Battles, and the second with Domains At War: Campaigns.

Note that while the books are pretty much complete as-is, this is still a preproduction product, and the text and rules are subject to change. I, your humble author, am complete able to misinterpret, misread, or just plain mess up any part of the following battle report. :)


The Battle


In a post on Autarch's boards, wondering aloud if the Battle Rating measurement for units could be used for building armys under a point limit, I threw out an odd suggestion - 1 Heavy Infantry, 3 Light Infantry, 2 Light Cavalry, versus 2 Ogre Heavy Infantry. These both come out to BR 11.


So, I ran it.

Lord Tomas Dhunraven, son of Lord Kelvan of the same name, ruler of the domain, sallies forth against an overlarge tribe of ogres, led by Grumsush, an ogre of some intelligence and organization, as comes around every generation or so.

The ogres have been rampaging amongst the farmlands in the Thorncrist valley, and must be stopped. Surprisingly, neither intrepid company of adventurers nor distasteful gang of murderhobos have arrived to deal with the threat, so, it's to the combined arms of a portion of Dhunraven's garrison to save the day.

Domains At War: Battles


We start with a basic strategic situation: the two armies set against each other at either end of the battlefield.

This may feel pretty dry, but I'm trying to call out the movement and actions of each unit, in a quasi-chess like style (knight's pawn to rook 3 or whatever). 

Roster:
  • Side Cyan: General Lord Tomas Dhunraven
    Leadership Ability 6, Zone of Control 3, Strategic Ability +2, Morale Modifier +2
    • Commander of Division 1, Attached to Unit 1
      • Unit 1: Heavy Infantry E
      • Unit 2: Light Infantry C Phalanx
        • Commander: Lt. Potrun
          LA 4, ZOC 2, SA +1, MM +1
      • Unit 3: Light Infantry C
        • Commander: Lt Efnar
          LA 4, ZOC 2, SA +0, MM +0
    • Division 2
      • Commander: Capt Waetherford, Attached Unit 1
        LA 4, ZOC 2, SA +1, MM +1
        • Unit 1: Light Cavalry B
        • Unit 2: Light Cavalry B
          • Officer: Lt Lomas
            LA 4, ZOC 2, SA +0, MM +1
  • Side Red: Grumsush the Cleaver
    LA 4, ZOC 2, SA +1, MM +0
    • Commander of Division 1, Attached to Unit 1
      • Unit 1: Ogre Heavy Infantry
      • Unit 2: Ogre Heavy Infantry


Round 1:
  • Initiative: Dhunraven 5, Waetherford 3, Grumsush 5.
    Excuse me as I abuse MIL-STD-2525B.
    The Cyan unit with the central O is the phalanx.

    Tie goes to Dhunraven, highest Strategic Ability. Dhunraven delays.
  • Command: Grumsush
    • Red-D1U1: Charge 4, Disordered. P20 > L20.
    • Red-D1U2: Charge 4, Disordered. P22 > L22
  • Command: Waetherford
    • Cyan-D1U1: March 3. C15 > F18.
    • Cyan-D1U2: March 3. C27 > F24.
  • Command: Dhunraven
    • Cyan-D2U1: Hustle 2. C19 > E19
    • Cyan-D2U1: March 2. C23 > E23
    • Cyan-D2U3: March 2. C21 > E21
Grumsush charges across the battlefield, hoping to make up in terror what he lacks in numbers. Dhunraven's forces march forward calmly, waiting to meet the ogres on their own terms.

Waetherford's second unit is outside his Zone of Control. He's paying an extra Activation Point to move that unit, but it's offset by the fact there's a Lieutenant commanding the unit. Highly mobile units really need Lieutenants, or a division commander with a lot of Leadership Ability to spare.

Round 2:
  • Initiative: Dhunraven 4, Waetherford 2, Grumsush 7
    Dhunraven delays.
  • Command: Grumsush
    • Red-D1U1: Charge 4, Disordered. L20 > H20.
    • Red-D1U2: Charge 4, Disordered. L22 > H22
  • Command: Waetherford.
    • Cyan-D1U1: March 3, Change Face Left 1. F18 >H18.
      • ATTACK: Red-D1U1, Method: Melee
        • Result: 18, 16 (2 Hits) == 2 Damage, Target Disordered
    • Cyan-D1U2: March 3, Change Face Right 1, F24 > H24
      • ATTACK: Red-D1U2, Method: Melee
        • Result: 4, 11 (misses)
  • Command: Dhunraven
    • Cyan-D2U1: March 1. E19 > F18. Ready to Attack.
    • Cyan-D2U2: March 1. E23 > F22. Ready to Attack.
    • Cyan-D2U3: Stand Fast.
Grumsush continues his charge. Waetherford arcs his cavalry around and attacks each from their flanks, though one unit is unable to land a hit despite that advantage. Dhunraven's units brace for contact, the weaker single Light Infantry staying a step behind the line.

Round 3:
  • Initiative:  Dhunraven 5, Waetherford 3, Grumsush 2
    Dhunraven delays.
  • Command: Waetherford
    • Cyan-D1U1: ATTACK:  Red-D1U1, Method: Melee, Flanking
      • Result: 12, 21 (1 Hit) == 1 Damage, Target Disordered
    • Cyan-D1U2: ATTACK: Red-D1U2, Method: Melee, Flanking
      • Result: 4, 3 (misses)
  • Command: Grumsush
    Both units are threatened by the Cyan cavalry, and can do no movement but a disengagement, which invites a free attack. They choose to turn face and engage the cavalry.
    • Red-D1U1: Turn Face Left 1, ATTACK: Cyan-D1U1, Method: Melee
      • Result: 19, 11, 1, 14 (3 hits) == TARGET WITHDRAWS
        • Cyan-D1U1 - Withdraw 3, Damage Reduced to 0, Disordered
        • Red-D1U1 Irregular Foot, must follow: 
    • Red-D1U2: Turn Face Right 1, ATTACK: Cyan-D1U2, Method: Melee
      • Result: 10, 17, 13, 15 (4 hits) == TARGET WITHDRAWS
        • Cyan-D1U2 - Withdraw 4, Damage Reduced to 0, Disordered
        • Red-D1U2 Irregular Foot, must follow.
  • Command: Dhunraven
    • Cyan-D2U1: ATTACK: Red-D1U1, Method: Ranged, Flanking
      • Result: 16, 13 (1 Hit) == 1 Damage, Target Disordered
    • Cyan-D2U2: ATTACK: Red-D1U2, Method: Ranged. Flanking
      • Result: 10, 11 (misses)
    • Cyan-D2U3: March 2. E21 > E17. 
I restarted the instance and I messed up the positioning of Cyan-D1U1 and Cyan-D2U3. Pretend that didn't happen. I also reversed Red-D1U1 and Red-D1U2.

Ogres hit hard - four attacks at a throw of 6+. The non-phalanxed human units have 2 attacks at 11+, and the phalanx has 4 attacks at the same. Also, humans apparently can't roll for love nor money. The Cavalry, being Loose Mounted, can Withdraw to reduce damage, a hex per point. The ogres, being Irregular Foot, were forced to follow, which helped Cyan by maneuvering Red-D1U2 into a flanking position.



Round 4:

  • Initiative:  Dhunraven 7, Waetherford 6, Grumsush 6
    Tie to Grumsush.
  • Command: Dhunraven
    • Cyan-D2U3: March 1, E17-F16. ATTACK. Method: Ranged, Red-D1U1
      • Result: 19, 12 (1 hit) == 1 Damage. Target Disordered.
    • Cyan-D2U1: CHARGE 1, F18 > G19: Target: Red-D1U1, FLANKING CHARGE
      • Result: 18, 8 (1 hit) == 1 Damage, Unit/Target Disordered
    • Cyan-D2U2: CHARGE 1, F22 > G23: Target: Red-D1U2, FLANKING CHARGE
      • Result: 15, 3, 20, 13 (3 Hits) == 3 Damage, Unit/Target Disordered
  • Command: Grumsush
    • Red-D1U1, Change Face Right 1, ATTACK, Melee, Cyan-D2U1
      • Result: 9, 2, 9, 6 (misses)
    • Red-D1U2, Change Face Left 1, ATTACK, Melee, Cyan-D2U2
      • Result: 1, 10, 11, 11 (3 hits) == 3 Damage
  • Command: Waetherford
    • Cyan-D1U1: March 3, Change Face Left 1, ATTACK, Melee, Red-D1U1
      • Result: 20, 11 (1 hit) == 1 Damage
    • Cyan-D1U2: March 4, Change Face Right 1, ATTACK, Melee, Red-D1U2
      • Result: 12, 7 (misses)

How can you resist a flanking charge? Also, I know it's not actually the case, and it's all psychology, but after playing with this a bunch, Roll20's RNG makes me suspicious of it's intent.


Round 5
  • Initiative: Dhunraven 6, Waetherford 4, Grumsush 2
  • Command: Dhunraven
    • Cyan-D2U3: March 2, F16 > H16, Change Face Left 2, ATTACK, Flanking Melee, Red-D1U1
      • Result: 8, 9 (misses)
    • Cyan-D2U1: ATTACK, Melee, Red-D1U1
      • Result: 19, 16 (2 hits) == 2 Damage
      • SHOCK ROLL: Red-D1U1 - 2d6 (+1 General, -2 50% Damage, -2 Flanked, +2 Ogre)
        • Result: 3 ! FLEE ! - Change Face Right 3, Hustle H18 > K21
    • Cyan-D2U2: ATTACK, Melee, Red-D1U2
      • Result: 3, 18, 6, 5 (1 hit) == 1 Damage
  • Command: Waetherford
    • Cyan-D1U1: Change Face Right 1, March 2, I17>J20, ATTACK, Melee, Red-D1U1
      • Result: 4, 15 (1 hit) == 1 Damage
      • SHOCK ROLL: Red-D1U1 -2d6 (+1 General, -2 50% Damage, -2 Flanked, +2 Ogre)
        • Result: 7 ~ RECOIL ~ K21 > L20
    • Cyan-D1U2: ATTACK Melee, Red-D1U2
      • Result: 7, 19 (1 hit) == 1 Damage
  • Command: Grumsush
    • Red-D1U1: Turn Face Right 3, March 1, L20 > K19, ATTACK, Melee, Cyan-D1U1
      • Result: 14, 13, 12, 12 (4 hits) == TARGET WITHDRAWS
        • Cyan-D1U1 - Withdraw 3, Damage Reduced to 0, Disordered
        • Red-D1U1 Irregular Foot, must follow
    • Red-D1U2: ATTACK, Melee, Cyan-D2U2
      • Result: 8, 9, 3, 16 (2 hits) == 2 Damage, Target Disordered
There was a lot of movement this round - fleeing, recoil, withdrawal, and a follow. I think I maybe got the hat-trick of forced movement options? Grumsush was 1 point away on his unit's morale roll to a rout, which could have ended the battle - the other unit is flanked, and with the additional penalty of losing the general, a rout would have been likely. There's two bits of advice to handling these hard-hitting monster units - a unit with a lot of HP or AC or both (phalanx!) and flank as much as possible - you want to end the battle via fleeing/routing, not slogging it out with club-swinging monstrosities. 

Alex states here I could have phalanxed the HI and LI, averaging their AC, but it's not in the rules at this second so I didn't take the option.

Round 6:
  • Initiative: Dhunraven 6, Waetherford 2, Grumsush 4
  • Command: Dhunraven
    • Cyan-D2U3, March 2 H16 > J16, ATTACK, Ranged Flanking, Red-D1U1
      • Result: 21, 21 (2 hits) == 2 Damage
      • SHOCK ROLL: Red-D1U1 -2d6 (+1 General, -2 50% Damage, +2 Ogre)
        • Result: 3 ! FLEE ! - J20 > M21
    • Cyan-D2U1, Turn Face Left 1, Hustle 2, G19 > H22
    • Cyan-D2U2, ATTACK Melee, Red-D1U2
      • Result: 20, 19, 12, 4 (2 Hits) == 2 Damage
  • Command: Grumsush
    • Red-D1U1: Hustle 3, M21 < J24
    • Red-D1U2: ATTACK, Melee, Cyan-D2U2
      • Result: 19, 9, 15, 19 (3 hits) == 3 Damage
      • SHOCK ROLL Cyan-D2U2 (+1 Officer, -2 50% HP): 
        • Result: 5 ! FLEE ! G23 > C23
        • Red-D1U2 Cannot Follow, Threatened By Enemies
  • Command: Waetherford
    • Cyan-D1U1, March 4, F16 > G23, ATTACK, Melee, Red-D1U2
      • Result: 15, 14 (1 hit) == 1 Daamge
      • SHOCK ROLL: Red-D1U2: 2d6 (-2 50% UHP, -2 Flanked, -2 Disordered, +2 Ogre)
        • Result: -2 !!! ROUT !!! 
    • Cyan-D1U2, Turn Face Left 2, ATTACK, Melee, Red-D1U1
      • Result: 16, 10 (1 hit) == 1 Damage
      • SHOCK ROLL: Red-D1U1: 2d6 (-2 50% UHP, +1 General, +2 Ogre)
        • Result: 7 ~ RECOIL~ J24 > K25
  • MORALE PHASE: Red Unit Routed
    • Red-D1U1: 2d6 ( +1 General Officer, +1 General, -2 50% Damage, -2 Lost 50% of Army, -2 Lost More Units than Cyan, +2 Ogre)
      • Result (2d6-2) : 1 !!! ROUT !!!
And that's that. Both Ogre units were routed. Lesson for Grumsush: Have more ogres. Even one more unit may have helped take out the two non-phalanxed infantry, and if he could have held out long enough to take out the phalanx, the cavalry wouldn't have been able to stand for too long, most likely being forced to withdraw off the edge of the battlefield. 

PURSUIT PHASE

Dhunraven elects to purse the ogres. Grumsush's units are all infantry, so all of Dhunraven's units are eligible to pursue, and all gain a +4 bonus to the roll (it's a single throw).
  • 2 Cavavlry, Loose Mounted: Roll 7+: Results: 3, 8
  • 3 Infantry, Formed Foot: Roll 14+: Results: 18, 9, 4
There are two successes, so both Ogre units are destroyed.

Counting casualties is next. Both Ogre units were destroyed, so half of the ogres are dead/crippled. The other half, 60 total, are prisoners, which Dhunraven would decline to take, and they are summarily executed.

Only the phalanx (240 men) took damage. It's at 4 of 12 HP. Of the 160, 80 are dead, and another 80 are wounded, and those 80 will be back in a week.

Domains At War: Campaigns


Let's run that same thing under Campaigns.

Round 1:

Red - BR11, Units: 2, Break Point: 1
2 Ogre Infantry

Cyan - BR11, Units: 6, Break Point: 1
3 Light Infantry, 1 Heavy Infantry, 2 Light Cavalry

ATTACK:
  • Red results: 5, 16, 8, 18, 19, 7, 20, 13, 5, 7, 10  -- 4 hits
  • Cyan results: 13, 5, 15, 4, 3, 10 ,13 14, 17, 19, 17 - 3 hits
RESOLVE DAMAGE:
  • Cyan - Removes 3 Light Infantry (BR 4.5 total) - Remaining BR: 6.5
  • Red - Removes 1 Ogre Heavy Infantry (BR 5.5 total) - Remaining BR: 5.5
MORALE PHASE

  • Cyan - 3 units destroyed. 4 remain, break point not reached.
  • Red - 1 unit destroyed - BREAK POINT.
    • 2d6 + (-2 Lost 1/2 BR, -2 Lost More BR, +2 Ogres, +1 Leader, +1 Commander)
      • Result: 5 !! FLEE !!

If nothing else, this is a lot bloodier. I've removed all 3 Light Infantry. On the other hand, I've removed an entire Ogre unit - since damage is on a unit scale, even one hit from the Cyan side removes an entire Red unit.

Round 2:

Red - BR 5.5
Cyan - BR 6.5

ATTACK:

Red results: Fleeing, cannot attack
Cyan results: 17, 15, 18, 3, 16, 2 - 3 hits

RESOLVE DAMAGE:

Red - Removes 1 Ogre Heavy Infantry ( BR 5.5 total ) - Remaining BR: 0 - !! DEFEAT !!

There's that. We'll assume pursuit was successful. Cyan's 3 infantry units (360 men) are reduced to 180 men, losing the other 180 - that's 100 more men than lost in the Battles version. That's not a criticism - just something to note - especially if it's your own army.

Conclusions

D@W Battles is quick. I spent almost all my time futzing with Roll20 and making screenshots - I expect two people with moderate rules mastery (looking up morale rolls, unit stats, etc.) would have had that done in less than 10 minutes, allowing for thinking time. There's a lot of options, and despite my best efforts, it didn't turn into a stand-there-and-swing slugfest - the morale rolls and movement reactions made things dynamic.

I'd made this an encounter "balanced" by Battle Rating. I think had the Ogre's dice been hot, they could still have triumphed - the cavalry was having a hard time hitting them, and had they been able to wipe the two single Infantry units and concentrated on the Phalanx, it could have been a lot different.

Campaigns is even quicker. It went so quick I thought I did something horribly wrong. The per-unit resolution of damage makes things interesting - an army fielding nothing but large units at an equal BR will be all but guaranteed to lose a unit per round, but that's an unbalanced army anyway, and one unlikely to be fielded (it's honestly just not as interesting).

It seems to be very suitable for off-screen battles, or those in which the Heroic Forays are the main focus.

I've said as much at my overview of Domains At War, but I'll repeat it here - if you ever think you'll run an adventure path or campaign that features war, you owe it to yourself and your players to be able to use this to enhance your game.


Thursday, May 2, 2013

Autarch's Domains At War for Adventurer, Conqueror, King


Domains At War is the next piece in the Adventurer Conqueror King System, that being the one that aids your mid-high level characters to take these domains they've recently won and break them in battle against their neighbors.

The Kickstarter for it is on until May 18th, and you'd better get in now while the getting is good. I was in just for the PDF, but just upped my support level to Centurion to get the physical books and the unit tokens - my wife and I have a tradition of kicking the kids off to Grandma's on New Year's Eve so we may drink and play boardgames, and I think this'll work into the rotation, once I tell her we can reimagine her Druid as an ACKS character and she can lay down some natural law on the battlefield.

So; as a backer I have access to the documents-in-progress, and I've gone and played around a bit, and here's my initial impressions.

(7/27/14) - Note this review was written before the final publication of Domains At War. The rules and themes I touch on did not significantly change from the reviewed version to the last. 

While I presume the benefits for players of Adventurer, Conqueror, King are obvious, I'll take a moment to share what's useful for people who aren't, as the entirety of the product is a great reference for any system.


The second half, a very small example battle, is here.

Domains At War: Campaigns


Domains at War: Campaigns is the first book. If you go and download the Free Starter Edition, you can get a pretty decent idea of what you're in for.

Chapter 1: Introduction 


Context clues in posts and writings of Alexander Macris show he's a student of antiquity. If you doubt that, read this. Know that these rules are coming from a study of history, as much as the rest of ACKS' economics have, though focused through the lens of Dungeons and Dragons. It's an important distinction - when you're calling back to the prehistory of the game, when wargaming was a serious hobby for serious people, being able to ground your rules in historical precedence is of great import.

Chapter 2: Armies


You know the excellent domain population and economic system in ACKS? It comes back in force, here, literally, as you see all that painstaking planning you did to create your domain, populate it, manage it's markets, and garrison it against the encroaching Chaos pay off.

Taking your domain garrison, your peasants, and all the specialists (quartermasters, etc.) and mercenaries you can lay your hands on or throw your gold at, and then forming them into a mobile army is done here. You'll find how to organize an army, the recommended PC/NPC levels for being commanders of armies, divisions, or individual units, and how much everything's going to cost.

ACKSless: Availability of mercenaries by size of local towns/markets, and the cost of, are extremely useful for anyone. There's a table that can roll follower types for common classes (that many systems give at 9th level, or, via feat for newer systems) into the mercenary types described in the book. If your PCs start threatening rulers, there's rules for figuring out how large of an army they can threaten back with. There's plenty here to add a bit of verisimilitude to the sometimes uncertain cloud that is followers in OSR games or 3.5E's Leadership feat.

Chapter 3: Equipment


The odds and ends an army needs - everything from archery targets (The Manual of Arms proficiency finds it's teaching supplies here) to siege engines. 

Expanded rules for building strongholds and ships exist in this chapter, with a bit more detail on construction times and how to raise large structures in parallel. There's a great section here on how transmute rock to mud, wall of stone, and move earth can rush construction jobs.

ACKSless: Castle-building rules are good for everyone - plenty of games tell you to go build a stronghold at 9th level, fewer show you how. The equipment section is full of good things - I, for one, will make every attempt to hire a couple of crew from Chapter 2 and start towing around a light ballista (only 75 pounds!) as soon as I can afford to.

Chapter 4: Campaigns


Remember how you or your DM made a hex map for the region or regions you've traveled through? Here's where we begin to use that as a strategic map to move your armies to the front.

Supply lines are tracked back to a stationary market that will support your army. Reconnaissance is done, and there's a section on how magic (scrying, crystal balls, or camouflaging magic like hallucinatory terrain) aid or hinder that action. Prisoners can be captured as a result of recon, and interrogated for detailed information about the army, including numbers of opponents, and levels/classes of their leadership.

Hijinks, one of the most cunning uses of thief skills I've ever seen from the ACKS core book, get a boost here. You can infiltrate someone into an opposing army and perform all the usual hijinks there: spying to infiltrate the army and provide bonuses to recon rolls, assassination, carousing for information (the same a prisoner would provide) sabotage, stealing (to impose a morale penalty), and spread disinformation to hinder the enemy's recon.

The chapter winds down with how to pillage domains while you're on the move - again, here's where all that economic work pays off - and you can reduce a domain down to hard scrabble and the poorest peasantry while carting off quite a haul of gold and goods for your army if need be.

ACKSless: I'll mention it again later, but, Red Hand of Doom, which Zak reviewed recently, features armies and army movements. Any published module or house adventure containing armies the party may interact with can benefit from the rules presented here - movement rates, supply lines, reconnaissance, even time it takes for an army to sit and pillage an area can be put to use.

Chapter 5: Battles


Now, there's a second part of the product: Domains At War: Battles, that allows you to zoom in on army actions and move units on a hex board, as many other wargames allow.

The battles here are more abstract - each unit in an army has a Battle Rating (they give you a formula to convert any creature to a unit). The battle itself is abstracted into a series of d20 rolls for each army, rolling a d20 per Battle Rating point, where damage is done on a unit scale. That's important, and in my battle report post I'll detail why.

The upshot of this is that this can be used where the battle is not large enough or important enough to the PCs personally to simulate fully with the D@W:Battles rules - it's something that runs in the background while the PCs operate, or something the good DM lets the dice decide off-screen.

Now, that's not to say the PCs do not interact with the battle - the PCs can go on heroic forays where they encounter some piece of the army, and that fight is done just as it is in the ACKS Core rules - man to man (or monster).

Recall, if you will, the Battle of Hornburg as filmed in Jackson's Two Towers movie. You viewed two levels of that battle. The first was the mass of the orcish army versus the unnamed defenders of the keep - that's the part in these battle rules where a set of d20 rolls decide the fate of the units in each army.

The second part was Aragorn and Gimli's foray versus the orcs at the gate, or Legolas and Gimli versus the intrusion after Saruman's petard blew up the drain-hole (that...reads badly), or Aragorn and Theoden charging out of the gates. Those are heroic forays. They get spiced up again in Chapter 7.

Battles end usually when morale breaks for one side - in both the test battles I've won, morale broke well before a complete wipe of either side, and the game is the better for it. There are rules for the pursuit of a broken army, which allow you to wipe out the tattered remains "off-screen", if you so desire.

Lastly, spoils of war, and putting your army back together - from how many units were eliminated or routed you can calculate what you've got left to work with.

ACKSless: I hope this part sells itself - it's the PC-related portion of the previous chapter. I'll say a lot more about this at the end of the review.

Chapter 6: Sieges


That stronghold you so lovingly mapped, and went through 9 levels of horror to pay for? Here's how we tear it down. Covered here is how to blockade a stronghold, how to apply f=ma to reduce it to rubble, hijinks like arson to make trouble from inside, and, if all else fails, how to assault the fortress with man and machine.

Heroic forays apply here too, as does magic - what transmute mud to rock can bringith, transmute rock to mud can taketh away.

Full sieges run a lot like the battles. The simplified siege rules take what you have versus what you're sieging, and tell you how long it probably took - sieges are boring by nature, and if the tactical situation is such that there's nothing interesting to be done during a siege but wait it out, this makes for a quick boulder-throwing montage.

ACKSless: This is a mirror of Chapter 5, focused on strongholds, and the taking of - if you can't read these rules and come away with a baker's dozen of adventure ideas, you're not trying.

Chapter 7: Vagaries


War is an uncertain business. Each month during your recruitment, oddities may happen, for good or ill - a hero joins your cause, a unit defects. During a campaign, events may befall your army - a disease breaks out,  a peace declaration elsewhere allows more mercenaries available for hire.

Heroic forays are spiced up here with vagaries of battle, which allow the DM to complicate the battlefield - smoke and fire, piles of the dead, a swing in the lines that cause extra opponents to be inserted into the foray.  War's a dirty thing, and you're gonna get 1d4 of these things to deal with each foray.

ACKSless: Wars are never fought on clean hex grids, and these are great sources for inspiration to dress up combat encounters of any size. A lot of the battle vagaries would be great as random dungeon dressing, or, if you're the type, things that happen in small hamlets when the PCs arrive. "You crest the last hill, and the hamlet below (rolls) has a pile of bodies in it's market square". The vagaries of war table can be easily adapted to be random city/town happenings - a roll result of 'supply problems' could be inferred to cause general unrest and perhaps a rash of crimes in the city, as some staples of life become scarce.

Conclusion:


If you're sold into the economic and domain management subsystem in ACKS, there's no reason to not have this book in your hands. You're already counting peasants and hoarding gold, and eventually, someone's going to want what you have, or you're gonna get to coveting your neighbor's hex. This'll take you there.

If you are not running ACKS, or you're not in an ACKS game that's putting any emphasis on domain management, this still has a lot of use for you - if you ever want your game to feature war as a backdrop, or have the PCs interact within that war, or your players have ever wanted to take a mass of henchmen and mercenaries to a robber knight's keep - and you want that war and those battles to be as simulated as the PCs actions are - if you want it to be gamed and real,  you still want this book.

There's a piece of play report from Alex here that shows how a regular play session can be done around a battle played by these rules. 

And this stuff isn't system-specific either - anything from the LBB/S&Ws, through BX/LL, 1E/OSRIC, 2E, through 3.X/Pathfinder and 4E can easily use this system.

This is how you run something that calls back to the Black Company, or the Malazan Book of the Fallen. A group of men and women part of and surrounded by war - sometimes leading, sometimes following, sometimes getting the hell out of the way.

I'm reminded of  Zak's review of Red Hand of Doom. What if that module was rewritten with Domains At War in mind? Complete rosters for both sides, known supply lines, movement rates, a quick overview of objectives for each side? Lay it out, and let it go - a war sandbox (warbox?) - where the PCs do what they do as events deterministically unfold around them, and not as the enforced set-piece battles baked into the module text.



That might not be enough for you though.. Your PCs might want to grab that company of heavy infantry and take it to the Sun Gate where a troop of hobgoblins just broke through the door - exhorting to them that the tales they tell of how we stood this day - we few that know the law - will last a thousand years!

Yea, Motorhead. Deal with it. I was just rereading Zak's blog, gets me feeling metal.

What you want then is the second half of the Domains at War product:

Domains At War: Battles

Chapter 1: Introduction


Let's do it like they did it on the Lake of Geneva. You should have read Playing At The World by now, and if  you haven't, go join the Domains at War Kickstarter, buy or try Domains at War. Then come back. Back? Good. Now you understand the history of the game, why a reimagined Chainmail is important, and it's doubly good that it's backed up by the domain management subsystem in ACKS.

D@W: Battles is for the detailed combat - where you're able to dive down into the tactical situation of the battles only played obliquely in the Campaigns book. In addition, you're able to treat your PCs as leaders of units, as a unit themselves, or as they are, in heroic forays during the battle itself.

Chapter 2: The Basic Rules


We start off with the tools of the trade - there are some miniature sizing recommendations, as well as hex sizes, but these are only recommendations. There's nothing stopping you from doing this with the battle mat you have now (Hexes are the only requirement - squares won't do at all) and your current miniature set, or using just a plain table and rulers, facing off the red bottle caps vs. the small green d6 dice. Just remember facing is a thing you'll want to keep track of!

There's three important distinctions of "named participants" - the General, who is an important morale-granting presence on the battlefield, and who also is a commander of a division, and an officer of a unit.

Commanders command divisions - you'll separate your units into (probably) like-minded divisions that will, in general, operate in concert - commanders have Zones of Control based on their leadership ability that mean you may need to keep them close. Commanders also serve as unit officers.

Lieutenants/officers are attached to individual units, and provide morale and activation bonuses. They can also be promoted to division commanders if the previous commander is eliminated.

These slots are important - it can be where the PCs lead from.

The sequence of combat is just as you'd expect from something derived from DND.

Each commander (not army, commander) rolls initiative, and gains a number of activation points equal to their leadership ability (derived from PC stats and proficiencies). As initiative winds down, they spend these points to move and attack with the units in their division.

Going per-division and not per-army is incredibly important, tactically - during my test battle, I found myself having my general (who had the best initiative bonus and rolls) constantly delaying to allow light cavalry to act first - as infantry's not as mobile, I found it better to act later in the round as to allow a bit more clarity in the tactical situation.

Units are organized differently - a Loose Mounted unit of light cavalry has special movement options like "Withdrawal", a reaction to an attack that can reduce damage from an attack to nothing by moving away from the attacker. Formed Foot units can organize into a phalanx, doubling their HP and attacks, and increasing morale. Phalanx are especially useful against monstrous units with a lot of attacks, as we'll see in my battle report.

Movement is per hex, you can march, hustle, or charge, and combat is what you'd expect - roll an attack throw. Any hit is 1 damage, there's no damage dice at this unit level - units that hit hard, like Ogre Infantry, roll more dice per attack rather than higher damage. Units can become subject to shock rolls when taking a goodly amount of damage - morale comes into play at that point, and then once an army loses enough units, the entire army begins to be subject to morale rolls.

At the end, there's an option for the winner to pursue the routed units of the loser, and then the counting of casualties.

ACKSless: I'll have more in a battle report, but I'd hope the option of having a quick & easy mass combat resolution system compatible with any edition, clone, or homage ruleset gets you thinking about enlarging the scope of your game - if you're looking at 15th level Pathfinder characters, for example, and wondering where the next novel thing to challenge them with is, it's here. This and Chapter 4, where you can throw them into a deadly combat against hundreds of enemies without breaking your brain or your battlemat.

Chapter 2: Terrain


As it says on the tin - there's a handy table for generating random terrain based on the terrain type of the 6-mile hex the battle is occurring in (again, rewarding you for your effort in mapping your region), or you can place as desired. 

Forest, hills, mountains and swamps all make an appearance, plus some extra bonus fun in how to utilize spells to change the terrain (fireball to take out an inconveniently located forest, for example).


Chapter 3: Strategic Situations


Depending on how the armies meet, whether determined by action from the Campaigns army movement section, or by fiat, will lead you in placing units on the hex field.

The field is broken up into several zones, in which each side is able to place its units with certain restrictions, and then in some cases there are special start considerations (an ambushed army is 'surprised' and cannot act the first round, and only half the activation points the second round, simulating the chaos of that event) A situation where an army becomes enveloped by an enemy sees that army only able to place it's units in a tight space in the center against it's starting edge, where the enemy has the ability to place it's flanking units well into the far end of the battlemat.

That's important, because as you play and units fall to morale checks, the closer they are to the edge of the battlefield the better chance you've got for that flee to turn into a rout, eliminating the unit.

It's well ordered, and gives you all the reason in the world to have used the Campaigns book to perform reconnaissance and army movement.


Chapter 4: Heroes


Here's where the PCs come into play. There's a few rules around being able to be counted as a standalone hero - there's a few qualifiers: is the PC 7th level? Or can he or she cast fireball? Does the character have special magic items? (a ring of invisibility and a handful of arrows of slaying can make a lower level character effective). 

Independent heroes can be either completely standalone, or function as commanders. They act on their own initiative, and attack as themselves. Officers can be counted as heroes under these rules, and if a PC encounters a unit led by an enemy hero or officer, they can attack those targets directly.

An attached hero (heroes can attach/detach from units) will act in concert with the unit. Attaching allows a hero to share their morale modifier with the unit, which is very desirous in many situations. 

You have two sets of characteristics as a hero - the first is your personal characteristics, your character sheet, which is used when you're attacking man-to-man. The second is your unit characteristics, a boiled-down set of numbers that is used when you're attacking a unit - abstracting the damage you can put to a 120-man formation.

The chapter rounds out with how to apply spells on the battlefield - from bless through fireball to wall of stone. Magic items (like drums of panic or the horn of blasting) are also covered. Special abilities are last, which is a fun section, bringing images of massed grey ooze slurping across the battlefield. That includes turning undead, and how companies or squads of clerics can be brought into play to turn undead units.

ACKSless: If you're running an OSR-type game and your players are collecting mercenaries and henchmen for an upcoming foray against some giants, perhaps, don't fret. Chapter 1 and 4 have you covered. Happily drain them of their gold, and introduce them to their troops.

Your players aren't the type to crave the burdens of leadership and the power that brings? I've bet they've made enemies who do, if they're powerful enough. The son of an orc chieftain defeated years ago has gained power in their absence, and now marches on their last known location with a horde of a size only seen before in tall tales - here's how you throw 400 orcs versus your 4 person party.


Chapter 5: Assaults


This chapter is taking the sieges described in the Campaigns book down to the unit level. It's shown how to lay out a stronghold on the hex grid, how to handle multi-story structures, and how many units you can garrison in the stronghold's various areas.

It's strongly suggested to virtualize the breach of the stronghold, then start the battle at the point where individual units will be pushing through, using the Campaign book's Siege Reduction section. Actually playing out the weeks of trebuchet assault may prove disinteresting :)

There's detail in here as well about how to use spells and magic items to damage structures, plus a bit on how giant monstrous units will deal damage to strongholds.

The chapter continues with special movement and combat options due to the unique geography of a stronghold - movement rates between stories, line-of-sight enhancements for archers in a high tower, things like that.

Siege equipment is next - rams and hooks and ladders and siege towers, ballista, catapults, and trebuchet, plus all the units needed to run those machines. There's mantlets and galleries to shield units from missile fire, cauldrons of oil, and ram catchers. It's a wondrous cavalcade of toys, and I'm tempted to go stock up on balsa wood so I can model them on the board.

I have this problem where I break down fantasy movies into DND tropes - I'm going to have a new problem the next time I watch Lord of the Rings or the like, in that I'm going to be organizing the siege at Minas Tirith into D@W:Battle units. Battering rams, for example, do 50 or 10 structural HP versus wood or stone, respectively, per attack. I'd double that for Grond.


Chapter 6: Epic Battles


Epic scale battles - take your company of 120 men and multiply it by four - that's your battalion of 480. Quadruple it again, and you've got a brigade of 1,920 fighting men.

The scale of the battle increases as well - the scale size of each hex (defaulting to 60') doubles with each scaling, as does the scale of the turn length - from 10 to 20 to 40 seconds. This has the benefit of not changing movement rates for the units on the board.

It's easy to mix scales - double the values of the hit points and damage of a battalion when it's fighting companies, for example.

Independent heroes at epic scale change slightly - time doesn't change for them, so they get more attacks because of the longer turn length. The spell list from Chapter 4 is updated for scale considerations, as are the rules for assaults.

There's enough guidance in this section that the DM could also scale down - to squad and even patrol level battles, such as you'd expect with mid-level PCs with numerous henchmen against an encamped or fortified target. I've got some of that worked out for myself, and will probably present it after the real thing's available.


Chapter 7: Rosters


Soldier boys, made of clay.

Dwarf and elf units, a page full of fighting men, beastmen units, and a selection of monstrous units round out the roster list - all the classics are represented. But wait, there's more:


Chapter 8: Conversion


Here's a fun bit - the guidelines for taking any creature from ACKS and making a unit of it.

There's few limitations - can't mix undead and live units, can't mix infantry and cavalry, and larger units have fewer individuals per unit - 120 men is 60 ogres is 20 giants is 5 purple worms is 1 ancient dragon.

Aside from infantry, you have mounted units, with one type riding another, mixed units, where two types of similar-sized units mix, and behemoth units, which are humanoids riding enormous creatures; i.e. the Southron's oliphants with the howdas on top from Lord of the Rings.

ACKSless: Again, this works for everything, from Swords and Wizardry to DND Next. The only fiddly part of the math would be converting from ACKS' Cleave mechanic to, say, 3E/PF's BAB progression, or map to number of encounter powers for 4E, perhaps. You can, also, simply leave that multiplier out, and be just fine.


Chapter 9: Scenarios


Two example scenarios are presented.

The first utilizes just the basic rules from Chapter 1, and features human forces versus an orcish horde on a plain battlefield.

The second utilizes the advanced rules, terrain from Chapter 2, Heroes from Chapter 4, including some mages and clerics on either side of 11th level or higher, to show you the mechanics of operating heroes straight on the battlefield.


Conclusion:


What you're getting here is an agile miniature wargame heavily based on Dungeons & Dragons (rather than the opposite with Chainmail). Here's a battle report - I've ran this battle a couple times, and if I didn't have to take the time to record maneuvers or create screenshots of the action, a 4-on-2 (human units vs. 2 ogre units) battle takes me less than ten minutes to run through, including the time spent pondering my next move (which, when you're trying to play both sides, stretches a but). The system's breathtakingly quick, and there's a minimal set of trackable conditions. I'd expect things to slow down a tad once you introduce heroes, but that's the nature of the parent game.

Alexander Macris takes this stuff seriously. Several posts from him about the product start with "The other day we reenacted this ancient Grecian battle...". There's been a lot of wargames out there, and I bet Alex was perfectly capable of coming out with a product that only historians could appreciate. That's not what happens here.

If the history of wargaming is the Sun, Domains At War: Battles is that point of light you get after focusing what's good about wargaming through the lens of DND. It's quick, flexible, and dead simple to pick up for anyone that's rolled dice with purpose.

And again, nothing about this is system specific. The rules for creating units will hold for any game that's derived from DND. It ought to hold for most games that roll to-hit against a defense number. And that's a hell of a lot of games.

As a Whole:


Over the past 4 decades, Dungeons and Dragons, that product by a company, lost something - characters ceased striving to be conquerors and kings, and instead focused on achieving an individual immortality - a godhood that was more superhero than lord, more comic book than legend.

Domains At War, both sides of the product, close that circle that's slowly been coming back around upon itself since the Open Game License was established. The flood of player creativity unleashed with the power of the Internet - a real-time gathering of gamers that the players of the 1970s could only dream of - took back the game, made everyone's home an open table, everyone's house rules an open book.

And, now, we reach that terminal point where we've come back to the origin, when Gygax was mocked for letting elves and dragons into a wargame. There's a handful of other products out there that do this, but none with the firm economic background built upon the core ACKS domain system, nor with the ability to insert PCs at both a cut-scene level with Campaigns, or directly into the tactical situation with Battles, at the preference of the players or DM.

Join the Kickstarter.  Try it out! Grab your friends, and start up a group of characters joined by circumstance in a war in progress - forge your own Black Company or Bridgeburners, and establish your legend.

Ask me anything about the books or the play of them and I'll reply.