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Thread: Castle Levels
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01-15-1999, 01:53 AM #11BenGuest
Castle Levels
This is another point I was going to make, but I got distracted when I
was writing my last post. Now I don't have to amend it--thanks Pieter.
Ben
- -----Original Message-----
From: Pieter Sleijpen
To: birthright@MPGN.COM
Date: Thursday, January 14, 1999 7:46 PM
Subject: Re: [BIRTHRIGHT] - Castle Levels
>A province in the Netherlands was (and still is) not much larger than
>that and there are several provinces with more then 1 castle. But who
>says that a level 5 castle is just one castle? It might be 2 castles. Or
>a string of fortresses something akin to the Waterlinie (do not know the
>English term) in the Netherlands. Holdings can also be fortified, so
>there can be as many castles as there are different regents in a
>province.
>
>Ben wrote:
>>
>> >> > needed to exist within a province? The rules seem to imply that only
>> > one is needed (the castle protects all holdings of a single regent),
but
>> > that just doesn't seem right to me.
>>
>> Remember the provinces in BR are very small areas of land. (The
Gorgon's
>> Crown is only about the size of Ohio.) The main reason for building a
>> castle, other than to withstand a siege, was to be able to command the
>> surrounding countryside using the castle as a base for your troops. I
figure
>> if you can get your troops to the edge of the province on some errand or
>> other and get them back in a couple of days, the castle serves you well.
>> Most provinces in BR are only 25-30 miles across at most. That means,
>> from a castle in the center of a province, it's only about 10-15 miles
>> march. Hell, men on horseback could make that in a couple hours.
>> You could probably control several provinces effectively with just
one
>> castle.
>cribe birthright' as the body of the message.
>************************************************* **************************
>>
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01-15-1999, 04:23 AM #12JulesMrshn@aol.coGuest
Castle Levels
Well, considering magic and its prominent part in any BR campaign, the Regents
of Cerila may not feel that catles are as cost-effective as they were in the
real world. I mean why build expensive and time consuming castles when they
can just be brought down by magic. Most likely they will be in key postions
to protect those from skirmishes, brigands, and perhaps invasions.
Just my thoughts on the subject,
Jules
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01-15-1999, 05:57 AM #13Kenneth GauckGuest
Castle Levels
Why can't they be magically protected?
- -----Original Message-----
From: JulesMrshn@aol.com
Date: Thursday, January 14, 1999 11:39 PM
>
>Well, considering magic and its prominent part in any BR campaign, the
Regents
>of Cerila may not feel that catles are as cost-effective as they were in
the
>real world. I mean why build expensive and time consuming castles when
they
>can just be brought down by magic. Most likely they will be in key
postions
>to protect those from skirmishes, brigands, and perhaps invasions.
>
>Just my thoughts on the subject,
>
>Jules
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01-15-1999, 06:43 AM #14JulesMrshn@aol.coGuest
Castle Levels
In a message dated 1/15/99 12:04:38 AM Central Standard Time,
c558382@earthlink.net writes:
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01-15-1999, 02:32 PM #15DKEvermore@aol.coGuest
Castle Levels
In a message dated 1/15/99 12:57:39 AM Central Standard Time,
JulesMrshn@aol.com writes:
> n a message dated 1/15/99 12:04:38 AM Central Standard Time,
> c558382@earthlink.net writes:
>
>
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01-16-1999, 02:55 AM #16Tim NuttingGuest
Castle Levels
>Well, considering magic and its prominent part in any BR campaign, the
Regents
>of Cerila may not feel that catles are as cost-effective as they were in
the
>real world. I mean why build expensive and time consuming castles when
they
>can just be brought down by magic. Most likely they will be in key
postions
>to protect those from skirmishes, brigands, and perhaps invasions.
>
>Just my thoughts on the subject,
>
>Jules
Ahh, the sweetness of a high level wizard with the Stronhold spell and
permanancy. Check it out in the Realm spells in the rule book :)
Tim Nutting
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01-18-1999, 04:04 PM #17Pieter A de JongGuest
Castle Levels
Tim Nutting wrote:
>
> >Well, considering magic and its prominent part in any BR campaign, the
> Regents
> >of Cerila may not feel that catles are as cost-effective as they were in
> the
> >real world. I mean why build expensive and time consuming castles when
> they
> >can just be brought down by magic. Most likely they will be in key
> postions
> >to protect those from skirmishes, brigands, and perhaps invasions.
> >
> >Just my thoughts on the subject,
> >
> >Jules
>
> Ahh, the sweetness of a high level wizard with the Stronhold spell and
> permanancy. Check it out in the Realm spells in the rule book :)
>
> Tim Nutting
>
You allow the permanancy spell to effect realm spells? I would think
that this might get a little unbalancing for high level wizards.
Consider the monster summoning spell. With permanancy, this is 3 high
powered, 0 maintenance units per domain turn.
- --
Pieter A de Jong
Graduate Mechanical Engineering Student
University of Saskatchewan, Saskatoon, Canada
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01-19-1999, 05:30 AM #18Tim NuttingGuest
Castle Levels
>You allow the permanancy spell to effect realm spells? I would think
>that this might get a little unbalancing for high level wizards.
>Consider the monster summoning spell. With permanancy, this is 3 high
>powered, 0 maintenance units per domain turn.
Stronghold specifically allows permanency to affect it. The spell
descriptions allow for the effect to be "made permanent"
I would require a 1 pt. CON loss, but I would still allow that one.
However, spells like Demagogue and Raze could not be made permanent. I only
allow it on a case by case basis, judging each spell and how it will affect
my game.
Tim
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01-19-1999, 02:54 PM #19DKEvermore@aol.coGuest
Castle Levels
In a message dated 1/18/99 10:13:52 AM Central Standard Time,
pad300@mail.usask.ca writes:
> You allow the permanancy spell to effect realm spells? I would think
> that this might get a little unbalancing for high level wizards.
> Consider the monster summoning spell. With permanancy, this is 3 high
> powered, 0 maintenance units per domain turn.
>
Normally, I don't think the designers meant for realm spells to be made
permanent. However, I believe (IIRC) that Stronghold says something in
particular about being made permanent. Can someone out there with the Book of
Magecraft back me up? Mine's not handy...
- -DKEvermore
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01-19-1999, 08:43 PM #20Kenneth GauckGuest
Castle Levels
P. 115 states:
"The wizard can make the construction permanent with a permanency spell, but
he ages 10 years in the process."
KG
- -----Original Message-----
From: DKEvermore@aol.com
To: birthright@MPGN.COM
Date: Tuesday, January 19, 1999 9:12 AM
Subject: Re: [BIRTHRIGHT] - Castle Levels
>In a message dated 1/18/99 10:13:52 AM Central Standard Time,
>pad300@mail.usask.ca writes:
>
>> You allow the permanancy spell to effect realm spells? I would think
>> that this might get a little unbalancing for high level wizards.
>> Consider the monster summoning spell. With permanancy, this is 3 high
>> powered, 0 maintenance units per domain turn.
>>
>Normally, I don't think the designers meant for realm spells to be made
>permanent. However, I believe (IIRC) that Stronghold says something in
>particular about being made permanent. Can someone out there with the Book
of
>Magecraft back me up? Mine's not handy...
>
>-DKEvermore
>************************************************* **************************
>>'unsubscribe birthright' as the body of the message.
>
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