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Author Topic: Wizard vs. Heritor / Frostgrave vs. Ghost Archipelago  (Read 1998 times)

Offline spect_spidey

  • Scientist
  • Posts: 335
Wizard vs. Heritor / Frostgrave vs. Ghost Archipelago
« on: January 16, 2019, 12:48:02 AM »
I know when Ghost Archipelago first came out there was some discussion around whether it could be combined with Frostgrave. Now that GA has been out for more than a year, I am curious.
1. Has anyone played games that pitted a Wizard warband against a Heritor crew? Did it work? Did it feel balanced?
2. Has anyone used some of the rule changes from GA in their Frostgrave games? What ones?
3. Has anyone implemented Captains into their GA games?
4. Has anyone used Wardens to replace apprentices in Frostgrave?

On a side note, has anyone implemented experience for soldiers or crew? I was thinking something simple like surviving three or four games will allow a stat increase or allow a trick from the captain's abilities. Thoughts?

Offline ecurtz

  • Librarian
  • Posts: 110
Re: Wizard vs. Heritor / Frostgrave vs. Ghost Archipelago
« Reply #1 on: January 16, 2019, 01:29:57 AM »
I haven't actually tried any of those, but apprentices are almost certainly more powerful than wardens just based on the spell flexibility. All that stuff would be fun to play with.

I do have some in progress home-brew rules for experience. Roughly speaking each +10GC of cost corresponds to one level/stat increase for the existing soldiers. I made the various special skills into abilities that they can be hired with or trained for where you pay a small fee and lose the soldier for a set (small) number of games.

The obvious downside is more bookkeeping but it wouldn't be terrible in my opinion and even begins to make sense with all the added classes from the expansions. Rangers of Shadow Deep does seem to move a bit in this direction, including companions who can have special skills.

Here are some extremely basic notes I made thinking about XP. (I hope this is ok, I've removed most of the actual game content.)
Quote
Base Statistics
            M  F  S  A  W  H  Cost
Peasant     6  0  0  10 0  10 0
Maximum     7  5  5  NA 8  20/24


            M  F  S  A  W  H  Cost  Mods
Thug/Crew   6  2  0  10 -1 10 20    2+ 1-    Hand Weapon       
Thief       7  1  0  10 0  10 20    2+       Dagger           
Archer      6  2  2  11 0  10 50    4+       Bow, Dagger, Leather
<removed the rest of the classes>

Equipment costs
Staff, Dagger 0
Arrows or Bolts (per game) 1
Javelins (per game) 3
Hand Weapon, 2 Handed Weapon, Bow, Crossbow, Shield 5
Bladed Staff, Leather, Javelins (one time) 10
Mail 20

Training:
Kennel Master : Half price dogs
Trapper
<removed rest of training>

Achievements:
Giant Slayer
Beast Master
<removed rest of achievements>

() <- current values, for Wiz App Cap Her War
XP now split into XP for member / XP for leader
XP:
Active for game (10 C) (40 H) (60 Wr): 15 / 0
Survived (10 C): 10 / 5
Kill (10 C) (40 W) (5 H): 20 / 0
Kill Hero (20 C) (80 / 150 W): 50 / 25
Kill Leader (20 C) (80 / 150 W): 75 / 75
Recover Treasure (50 W) (40/60 H): 25 / 25
Cast Unique Spell (10 W) (10 A) (10 Wr): 10 (difficulty) / 0

Advancing:
Regular soldiers make roll d20+W? Pick every 3rd?
1-3 W
4-6 H
7-9 choose F or S
10+ choose any

Injuries:
All soldiers removed from play use the advanced injury chart.

Veterans:
Roll D20 after level gained after 10? <level means retired, can hire for single mission at rate of 1GC per level.
Alternately promote to captain instead of retiring, begins normal captain rules.

Offline Bloggard

  • Scatterbrained Genius
  • Posts: 3457
Re: Wizard vs. Heritor / Frostgrave vs. Ghost Archipelago
« Reply #2 on: January 16, 2019, 10:29:28 AM »
I haven't tried anything as per the OP,  but the spells selection for the Wardens one of the things I'd like to see further expanded.

I appreciate the author has sought to make a clear distinction, if only in flavour, from FG with those currently available, and that the heritor / warden dynamic is supposed to be different to FG gameplay, but I guess I miss some more generic dnd-y type spells, and am not entirely sold on the melee / bloodburn bias in GA.

But this just reflects my own gaming background / experience - and isn't a crticism of the rules as such. I very much respect the author's integrity in giving GA a markedly different flavour to FG.
« Last Edit: January 16, 2019, 10:49:56 AM by Bloggard »

Offline LiamFrostfang

  • Mad Scientist
  • Posts: 670
Re: Wizard vs. Heritor / Frostgrave vs. Ghost Archipelago
« Reply #3 on: January 16, 2019, 11:11:21 AM »
 :D yes.
wizards...heritors..apprentices..wardens….
advances for crews...caps...
I ave used all the combos I could think of... lol
as far as balance... works best if play same pair vs each other heritor apprentice I think is my fave combo.
I played advances that if wizard levels up ..he can give an advance to a warband member instead of taking it himself.
I love these games!!!!
twas and is fun...you are right RoSd is much closer to it,


Offline Bloggard

  • Scatterbrained Genius
  • Posts: 3457
Re: Wizard vs. Heritor / Frostgrave vs. Ghost Archipelago
« Reply #4 on: January 16, 2019, 01:25:04 PM »
very encouraging LFF - must look into this.