tag:blogger.com,1999:blog-2657266526705426756.post3350067768661495438..comments2024-03-26T04:58:54.326-04:00Comments on The Wandering Gamist: A/X: Continuity and Design Decisionsjedavishttp://www.blogger.com/profile/08586249502818922886noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-2657266526705426756.post-68564001745021730172019-08-15T00:27:21.329-04:002019-08-15T00:27:21.329-04:00I have Domains at War, yeah, but "not as abst...I have Domains at War, yeah, but "not as abstractly as I'm looking for" is absolutely right. Their rules for raising troops are also more aimed at domain rules, rather than mid-level adventurers trying to sustain/replenish casualties in their handful of mercenary units. Might bear a re-reading, though, and a simpler abstraction derived from their high-detail simulationist system would, I think, be the best of both worlds.jedavishttps://www.blogger.com/profile/08586249502818922886noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-9975562244026890412019-08-15T00:24:06.894-04:002019-08-15T00:24:06.894-04:00I apologize for the delay; that's a really int...I apologize for the delay; that's a really interesting development, and I could definitely see that helping get through time, especially in ACKS. Previously I've sort of organized my games in "seasons", but my PCs have never really taken one off of adventuring except in winter, when conditions for wilderness adventuring were very bad. I think ACKS makes it hard to take time off without a domain to cover your mercenary and henchman expenses; not sure what ought to be done about this. I look forward to further revelations from Arneson's way of playing!jedavishttps://www.blogger.com/profile/08586249502818922886noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-28996749949092763362019-08-15T00:22:12.295-04:002019-08-15T00:22:12.295-04:00I apologize for the delay; apparently I can post c...I apologize for the delay; apparently I can post comments again! I'm not big on adding skill checks, or on rolling bunches of d20s. Lately I've been thinking about somewhat more abstract mercenary combat systems based on Grossman's work, where merc units mostly just "pin" beastman gangs unless actively led by a PC or henchman (and likewise, gangs without a champion stall out and "pin" mercenaries, but don't inflict casualties). I haven't really developed it yet though.jedavishttps://www.blogger.com/profile/08586249502818922886noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-45453613749061699262019-05-05T22:01:12.617-04:002019-05-05T22:01:12.617-04:00When you are referring to ACKS rules, just the bas...When you are referring to ACKS rules, just the basic or are you looking at the ACKS: Domains at War rules too? The Campaign manual seems to treat your concerns, although perhaps still not as abstractly as you're looking go.Rod Thompsonhttps://www.blogger.com/profile/12824146866756155345noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-18040540104374758102019-05-02T17:14:03.880-04:002019-05-02T17:14:03.880-04:00Arneson also advocated for a 6 month strategic tur...Arneson also advocated for a 6 month strategic turn when the characters were doing things like going to school or guarding a caravan or brewing potions. You will need a game calendar for that sort of thing though.DHBoggshttps://www.blogger.com/profile/02170439175265397893noreply@blogger.comtag:blogger.com,1999:blog-2657266526705426756.post-12361069977948774202019-04-29T12:13:41.433-04:002019-04-29T12:13:41.433-04:00Maybe have a skill check (or none skill but rolled...Maybe have a skill check (or none skill but rolled check) to replace mercs. Fighters get a better roll? (each merc is replaced on a 4+, fighters get +1 or +2 bonus). <br />2d20 system has a mob system for mooks where you pool their dice to get success. (5 mooks roll 5 dice looking for successes). When you kill a member of the mob the excess damage hits the next guy so there is a detriment there. Also, the mob gets one action. Maybe cluster up the mercs in a similar way? 5 archers roll 5 dice. You get a +1 damage for each success beyond the first? davebhttps://www.blogger.com/profile/07531919635590898334noreply@blogger.com