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| #1skrapsanDec 06, 2011 23:42:01 | So I'm going to be starting a eberron campaing sometime next year. And after the players get settled (about lvl 4-5ish). I would like to reignite the war. The idea is that at the end of the session we play a few rounds of a simple strategy game. The rounds representing the actuall war. And when we start the next session the world will look different. So for the strategy game, I thought of adapting the rules of either Risk, Britannia or Axis and Allies. Now I'm have no real Axis experience, and Risk seems a bit simple in the rules. So it fell on britannia to suply the rules. The Idea is that each player is one of either Aundair, Breeland, Karnath or Thrane. They may "gain" allies. Or conquer other parts of the world. The basic crunch of the game is that each oponent have one d6 pr unit. They roll and its a hit on 5-6. Defender wins on a tie. Higher ground/difficult terain makes it harder to hit so the hit range is reduced by 1 Each country may have one or two heroes, who can acompany an army giving them a moral boost. In the form of 1 more to hit. There will be a maximum alowed number of units pr area controlled. Not certain of the number yet. And I think that each country should have a certain strenght giving them a bonus in certain situations. Although I'm not sure what that should be yet. I also wish too include a bit of naval warfare. Under the same rulessett. But I dont think I will make to much fuzz about it. The board, will be a large printout of Khorvaire, and then splitting the different countries into regions. (Just like Risk etc.) Now does anyone have any thoughts? Constructive criticism etc... |
| #2dmnateDec 12, 2011 15:57:19 | How is this going to tie in with your adventurers? Are they from the countries they control strategy-wise? Are they independent? You could simply design an Eberron strategy game and play that apart from your game, but I like the current iea if you can make it work. Also, how are you handling the small nations (Eldeen Reaches, Talenta Plains, Zilargo, etc.) Some of these are fairly easily allied to 5(4) Nations (well, Zilargo w/ breland and Talenta w/ Karrnath at least), but others might have to be "won" through diplomacy or conquest. I'd suggest about 80 "regions" for the whole continent, but you could do less for simplicity. Certain nations could have bonuses in certain regions, and some regions (Mournland, Desert, cold north or hot jungles) could have penalties or simply outright kill a certain number or percentage of troops. Look forward to seeing where you go with this! |
| #3skrapsanDec 13, 2011 23:29:27 | The intention is that the party is independent from any nation. Or without any big connections. Its only ment as an interesting backdrop, to keep the world from becomming to static in the beginning. But as they adventure I had thought that what they do there could affect the war effort. When it commes to the new nations well then I wanted them to start out mostly, neutral. And then the players could counker them through varius means. I thought about adding the possibility of them negotiating etc. But for simplicity I'll skipp that this time around. I want the rules to be somewhat balanced at least. |