Well, maybe we could make it x1.5 on wild day (which is full moon
coincidentally). What is the mythic precedent for Orlanthi magic
being more powerfull on wildday?
Regards
Rob
> In message <d7mg46+e5pm_at_e...> "Rob" writes:
>
> >And Donald wrote
> >
> >> If we do that's going to mean the Lunar characters are going to
need
> >> bumping up to give adequate opposition. The Lunar magic is
balanced
> >> in that it varies from day to day so players can choose their
timings,
> >> a permanent full time effect requires greater opposition with
the
> >> danger of a silly power race.
>
> >My reply
> >
> >I came up with the super magic effect as a reason that the
Orlanthi
> >were able to hold out against such odds for so long. When I ran
the
> >assault on WW by Tatius after he turned up, the attack was on a
full
> >moon, with magicians and moon boats filled with Lunar champions.
> >The Orlanthi gave them a pasting, and continued to do so, almost
> >driving them off. Hence the very large military and magical
build
> >up over the next year and a half or so.
>
> Which makes a great story line for Orlanthi PCs but not so good for
> Lunar ones. Unless the players are into struggles against
impossible
> odds all the time.
>
> Historically sieges needed overwhelming odds to be successful, not
> merely 3 or 4:1. 10:1 or even 100:1 is more like it where
technology
> was roughly equal and the defenders were committed. If we give the
> defenders a magical superiority except on one day a week then it
> becomes more Rorke's Drift than a siege. It's not as if WW is a
> weak fortress. In fact I suspect it's rather overmanned for most
> of the siege but that's fine - allows all sorts of fun stuff like
> sneaking out to raid the Lunars and making sallies to destroy
> siege engines.
>
> --
> Donald Oddy
> http://www.grove.demon.co.uk/