2nd edition ideas

It's good to see so many people taking an interest,
especially so many who seem to be pitching in for the first time.

    I would like to ask that everyone taking part in this
debate reads the proposed 2nd edition on http://www.lgtilley.freeserve.co.uk
as this is the only basis we have for recording ideas and suggestions. You
may find that one of your ideas has already been discussed. Nothing is set
in stone, so if you disagree with anything therein, feel free to state your
case, as I am about to state mine!

    Yup, read it. Liked most of it. Some of it seemed to make
things too complex. (IMO)
     
    Battle spells: There are far too many battle spells
already, far too many give similar results, and most are not consistent with
Tolkien's writings. In The Hobbit, Gandalf, caught up a tree, used a fire
spell to singe the fur of any pursuing wolves who came too close ("Call
Fire"?). In LoR at Helm's Deep, Saruman's forces used "blasting fire" to
blow a breach in the wall. I guess that could be construed as a "fireball"
which would burn through ranks of troops as easily as through a stone wall.
When besieged in Orthanc, Saruman managed to burn just one single ent
throughout the entire length of the siege, presumably a fire spell again.

    OK then, I can live with the Fire Mastery sequence. I can
also live with Wind Mastery. Although I can't find an example in Tolkien,
weather magic is well known amongst ancient civilizations. But, as Fire and
Wind spells do much the same thing, I argue that we should discard Word,
which does the same thing again, and for which I can find no justification
whatsoever.

    I can find no justification either for any of the defence
spells, but if we're going to have offence spells, I suggest let's keep one,
but not both, defence sequences. And PLEASE no increase in the power of ANY
remaining battle spells!
But your website suggest tripling the values "In second edition, the
parameters of these spells (points of damage or protection) are tripled" I
understand you have it listed as variable, but still, it shows that at the
point you wrote the site, you had at least considered it.

    If we discard two of the battle spell sequences as I
suggest, here are some alternatives. One thing to bear in mind when
inventing spells is that magic should ALWAYS be subtle and indirect, not
in-yer-face confrontational.

    Spells of concealment: the best example from Tolkien is the
Mist of Galadriel which hid the ride of Eorl the Young to the fields of
Calenardhon. In game terms, the magical mist would hide an army, ie not
show the icon on map, nor on scout or recon reports. Any scout which
covered the area would receive a report along the lines of "hex **** was
obscured by a magical mist." The army so concealed would only be revealed
if it finished its turn on a pop centre or encountered a hostile army.

    Mist of Galadriel concealing an army is obviously a "hard"
spell; the easy spell could conceal the movement of an indivual even in a
pop (similar to stealth); the average spell could hide a whole company.

    You want spells which help armies, without being
in-yer-face? How about a "magical ways" sequence: the easy spell builds a
magical bridge (existing for one turn only) over a minor river; the average
spell adds 2 movement points to an army, and the hard spell builds a similar
bridge over a major river.
    All excellent ideas, and in line with making mages worth
putting with armies.

    Artifacts: there are far too many useless combat-oriented
artifacts. Let's get rid of most of them and have some more interesting
ones, eg, 7-league boots (increased movement); magic carpet (like teleport);
harp of calming (the holder can lull monsters to sleep and escape unharmed);
healing balm (restores to full health, one use only); magic flute (reveals
secret passage, enabling an army to attack a pop whilst avoiding the
fortifications), etc.
    Agreed, And how about randomizing the artifact list as
well. Perhaps for 1650 and 2950 publishing a list of known artifact numbers
for the starting artifacts and then allowing mages to research from there.
It levels the playing field and forces people to decide between the artifact
hunt, or other activities. One downside would be if one side in 2950 or
1650 had many more mages than the other. I don't believe it would be
overbalancing, but it's something to look out for.

    Movement rates: I don't agree there should be different
movement rates for heavy and light troops. It adds complexity for little
gain. Moreover there was little difference in the cross-country march rate
- the difference was in the speed of movement on the battlefield. Also, if
you want to go down that road, every army with a baggage train or siege
train would be reduced to a crawl regardless of troop type. Packhorses
instead of the usual ox-wagons would speed it up a bit, or if the troops
carried all the supplies on their backs, but then you would have to limit
the amount of food they could carry. This is all more realistic, but I
think adds too much complexity.
    See, and I believe that differentiating the troop types with
this simple change doesn't add complexity, but changes the flavor of the
troop types. You would achieve the goal of differentiating the troop types,
without adding a great deal of complexity to the game. Each troop type
would have a task it is good at.

    Troop types: there seems to be general dissatisfaction with
the existing system, and suggestions have been put forward to make the
currently disregarded troop types more effective. Rather than tinker with
the capabilities of existing troops types, I advocate a complete overhaul,
and restrict all nations to specific troops types.
    Knights: big men on big horses whose massed charge sweeps
away lesser cavalry and all but the steadiest infantry in open plains, but
vulnerable in any kind of broken terrain. Only available to Arthedain,
Cardolan, Eothraim, S Gondor, Noldo elves, Rhudaur.
    Light cavalry: all other cavalry including wolf-riders.
Available to most nations but not Dwarves.
    Heavy infantry: trained for close-quarter fighting. Freely
available to Dwarves, Arthedain, Cardolan, Gondors, Rhudaur, Corsairs. Only
available in small numbers (trolls, Uruk-hai, half-trolls) to DS.
    Light infantry: better at skirmishing than hand-to-hand
combat, but can defeat heavy inf in broken terrain. Freely available to Men
Dwarves and Elves but not DS.
    Archers: not skirmishers (see light inf) but massed
shooters. Will inflict heavy losses on all opponents in any kind of terrain
with good visibility, but disadvantaged in woods or mountains. Available to
Men and Elves only. Ideally Elven (and perhaps Woodmen) archers could have
the special ability to fight as light inf in woods.
    Hordes: form the vast bulk of the DS armies. Available in
large numbers, they seek to overwhelm enemies by sheer weight of those
numbers. Much more effective in broken terrain than plains.

    There would be a glorified scissors/paper/stone combat
system so that all troop types wouild be useful in some terrain, eg, hordes
would be more effective than knights or heavy inf in mountains, woods or
wetlands.
    And again, being mainly a FA player (although I dabble in
1650) I don't like the idea so much. It restricts the army composition too
much to retain flavor. I like the idea conceptually, but still, the DS have
the ability to recruit the same number of troops per turn the Free do. If
you limit them to HI and MA, then they will get overrun. A way to fix it
would be change the numbers recruitable at each pop center, but it adds
complexity.

    That's the general idea but could be refined.

    Richard, I gotta say, you've done a whole lot of work on
the whole thing. I'm incredibly impressed and greatful. Your page gave me a
place to start, thinking about what I would change.

···

***
    Richard.

    Like everyone else out there, I'd love to see encounters
changed to be more varied.

    Changes from your site I liked with some thoughts:

    Combat: Archers only attack the first round of combat and
damage is applied to troops before the second round: Like this, but would
suggest including combat spells in this round as well. Also, make defensive
spells effective for the first 2 rounds "soaking" as much damage as they
have. So, a 1000 point defensive spell would soak up to 1000 points of
damage throughout the first 2 rounds of combat.

      Defend order: I like it but would suggest the
following. If at Friendly PC and no direction given and enemy attacks, pop
center defensive value added to army. If direction is given, pop center
defensive value not added, but enemy army prevented from moving in that
direction. This gives a tactical choice. Either the defending army
prevents movement by taking the field, or it holes up in the PC. If it is
holed up in the PC, then the enemy army may freely move through.

      Troop strengths in different terrain: Yes. This
would also be a good modifier to adjust. Right now, it is so small and
combined with enough other modifiers that it has little affect on decision
making. I like the idea that different races have different modifiers in
terrain by troop type. I would like to see the modifiers such that Light
Infantry is superior to or equal to Heavy Cav in Mountainous terrain. It
makes your army comp change depending on the terrain you plan on fighting.
Now it is just HC if you can afford it, HI if not.

      Paying soldiers: Although adding gold to the army
trains would be realistic, I think it adds complexity to the game. It would
take so long to save up the money to keep a large army in the field that you
wouldn't be able to do it. And, with changes above, such as the Defend
order, you would need correspondingly larger armies to take defended PCs.
      Dropping the troop types, and having only 1 type of
infantry/cavalry. Again, I think this can be solved by changing the
different troop type's ability to fight in different terrain, and allowing
Light Troops to move without food suffering no move penalty (still the
morale penalty however)
      Desertion: Realistic, but not necessarily
beneficial to the game. Just one more thing to keep track of without adding
to player enjoyment. (IMO)
    Emissary Orders:
      Influence Pop center replacing Influence yours and
influence other. I like this as you can assume that in an emissary company,
once the PC is influenced, continued efforts will increase the loyalty.

    Agent Orders:
      Guarding: It needs to be improved. Not sure what
the total should be, but perhaps your suggestion of adding half the agents
rank to the target would work (adjustable in playtesting). As you state,
agents run amuck and armies become impotent.
      
    Character movement: Reducing it to that of a well fed cav
army may seem beneficial, but the 12 hex movement seems to work fine. There
don't seem to be any real issues, and when you need to reach a friendly MT
to receive a backup, it can be a real bonus. I'd like to stick to what
would improve playability, and feel this would add a restriction without a
benefit.

    Moving to join armies or companies would be a nice order.
Rather than 2 to move and then join a company, a character could save an
order.

    Scouting improving agent rank: I agree. It is already
automatic you get the scout, and such activity should hone their skills.
Keep Scout PC and Scout hex as miscellaneous agent orders that do not
improve rank.

    Nation Transport: Although adding internal consistency, the
idea of taking 6 turns to reach a friendly pop center doesn't really help
the game. It's in there to allow gameplay to proceed. Yes, more internally
consistent, but adds a degree of complexity that doesn't necessarily benefit
gameplay.

    I hope I haven't gone over already plowed ground, but I just
wanted to get some thoughts of a relative new guy and what I think would
make ME into a more enjoyable game.

    Mick

It's good to see so many people taking an interest,
  especially so many who seem to be pitching in for the first time.

              I would like to ask that everyone taking part in this
  debate reads the proposed 2nd edition on http://www.lgtilley.freeserve.co.uk
  as this is the only basis we have for recording ideas and suggestions. You
  may find that one of your ideas has already been discussed. Nothing is set
  in stone, so if you disagree with anything therein, feel free to state your
  case, as I am about to state mine!

              Yup, read it. Liked most of it. Some of it seemed to make
  things too complex. (IMO)
              
              Battle spells: There are far too many battle spells
  already, far too many give similar results, and most are not consistent with
  Tolkien's writings. In The Hobbit, Gandalf, caught up a tree, used a fire
  spell to singe the fur of any pursuing wolves who came too close ("Call
  Fire"?). In LoR at Helm's Deep, Saruman's forces used "blasting fire" to
  blow a breach in the wall. I guess that could be construed as a "fireball"
  which would burn through ranks of troops as easily as through a stone wall.
  When besieged in Orthanc, Saruman managed to burn just one single ent
  throughout the entire length of the siege, presumably a fire spell again.

              OK then, I can live with the Fire Mastery sequence. I can
  also live with Wind Mastery. Although I can't find an example in Tolkien,
  weather magic is well known amongst ancient civilizations. But, as Fire and
  Wind spells do much the same thing, I argue that we should discard Word,
  which does the same thing again, and for which I can find no justification
  whatsoever.

              I can find no justification either for any of the defence
  spells, but if we're going to have offence spells, I suggest let's keep one,
  but not both, defence sequences. And PLEASE no increase in the power of ANY
  remaining battle spells!
  But your website suggest tripling the values "In second edition, the
  parameters of these spells (points of damage or protection) are tripled" I
  understand you have it listed as variable, but still, it shows that at the
  point you wrote the site, you had at least considered it.

  RD: Whoa! You are confusing me ( a mere contributor) with Laurence Tilley, who is the author of the site. I personally oppose increasing the quantity or power of battle spells in any way.
  Siege spells are something else.

              If we discard two of the battle spell sequences as I
  suggest, here are some alternatives. One thing to bear in mind when
  inventing spells is that magic should ALWAYS be subtle and indirect, not
  in-yer-face confrontational.

              Spells of concealment: the best example from Tolkien is the
  Mist of Galadriel which hid the ride of Eorl the Young to the fields of
  Calenardhon. In game terms, the magical mist would hide an army, ie not
  show the icon on map, nor on scout or recon reports. Any scout which
  covered the area would receive a report along the lines of "hex **** was
  obscured by a magical mist." The army so concealed would only be revealed
  if it finished its turn on a pop centre or encountered a hostile army.

              Mist of Galadriel concealing an army is obviously a "hard"
  spell; the easy spell could conceal the movement of an indivual even in a
  pop (similar to stealth); the average spell could hide a whole company.

              You want spells which help armies, without being
  in-yer-face? How about a "magical ways" sequence: the easy spell builds a
  magical bridge (existing for one turn only) over a minor river; the average
  spell adds 2 movement points to an army, and the hard spell builds a similar
  bridge over a major river.
              All excellent ideas, and in line with making mages worth
  putting with armies.

              Artifacts: there are far too many useless combat-oriented
  artifacts. Let's get rid of most of them and have some more interesting
  ones, eg, 7-league boots (increased movement); magic carpet (like teleport);
  harp of calming (the holder can lull monsters to sleep and escape unharmed);
  healing balm (restores to full health, one use only); magic flute (reveals
  secret passage, enabling an army to attack a pop whilst avoiding the
  fortifications), etc.
              Agreed, And how about randomizing the artifact list as
  well. Perhaps for 1650 and 2950 publishing a list of known artifact numbers
  for the starting artifacts and then allowing mages to research from there.
  It levels the playing field and forces people to decide between the artifact
  hunt, or other activities. One downside would be if one side in 2950 or
  1650 had many more mages than the other. I don't believe it would be
  overbalancing, but it's something to look out for.
  RD: I agree with randomising artifact numbers so locaters cannot go straight to the Ring of Wind or Tinculin. I hate the idea of locating by number; it's a lottery. Mages have some idea what they are looking for, so they should be able to cast locate spells along the line of:
  best agent/em/mage/command/combat artifact within 12/14 hexes (actual hex no given) or anywhere (at/near hex xxxx).
  most powerful artifact etc
  best (state hidden power eg spirit, conjure) artifact etc
  This would mean that artifact hunters could not go straight to the top artifacts of a sequence, but it would still be worth their while casting these spells for a better chance of finding one they wanted.

              There would be a glorified scissors/paper/stone combat
  system so that all troop types wouild be useful in some terrain, eg, hordes
  would be more effective than knights or heavy inf in mountains, woods or
  wetlands.
              And again, being mainly a FA player (although I dabble in
  1650) I don't like the idea so much. It restricts the army composition too
  much to retain flavor. I like the idea conceptually, but still, the DS have
  the ability to recruit the same number of troops per turn the Free do. If
  you limit them to HI and MA, then they will get overrun. A way to fix it
  would be change the numbers recruitable at each pop center, but it adds
  complexity.

              That's the general idea but could be refined.

              Richard, I gotta say, you've done a whole lot of work on
  the whole thing. I'm incredibly impressed and greatful. Your page gave me a
  place to start, thinking about what I would change.

  RD: Thanks, but the page is down to Laurence Tilley.

···

----- Original Message -----
  From: Jaggard, Mick (Chicago)
  To: 'mepbmlist@yahoogroups.com'
  Sent: Wednesday, June 05, 2002 11:29 PM
  Subject: RE: [mepbmlist] 2nd edition ideas

              ***
              Richard.

              Like everyone else out there, I'd love to see encounters
  changed to be more varied.

              Changes from your site I liked with some thoughts:

              Combat: Archers only attack the first round of combat and
  damage is applied to troops before the second round: Like this, but would
  suggest including combat spells in this round as well. Also, make defensive
  spells effective for the first 2 rounds "soaking" as much damage as they
  have. So, a 1000 point defensive spell would soak up to 1000 points of
  damage throughout the first 2 rounds of combat.

                    Defend order: I like it but would suggest the
  following. If at Friendly PC and no direction given and enemy attacks, pop
  center defensive value added to army. If direction is given, pop center
  defensive value not added, but enemy army prevented from moving in that
  direction. This gives a tactical choice. Either the defending army
  prevents movement by taking the field, or it holes up in the PC. If it is
  holed up in the PC, then the enemy army may freely move through.

                    Troop strengths in different terrain: Yes. This
  would also be a good modifier to adjust. Right now, it is so small and
  combined with enough other modifiers that it has little affect on decision
  making. I like the idea that different races have different modifiers in
  terrain by troop type. I would like to see the modifiers such that Light
  Infantry is superior to or equal to Heavy Cav in Mountainous terrain. It
  makes your army comp change depending on the terrain you plan on fighting.
  Now it is just HC if you can afford it, HI if not.

                    Paying soldiers: Although adding gold to the army
  trains would be realistic, I think it adds complexity to the game. It would
  take so long to save up the money to keep a large army in the field that you
  wouldn't be able to do it. And, with changes above, such as the Defend
  order, you would need correspondingly larger armies to take defended PCs.

  RD: Agree. This is unnecessary complexity.

                    Dropping the troop types, and having only 1 type of
  infantry/cavalry. Again, I think this can be solved by changing the
  different troop type's ability to fight in different terrain, and allowing
  Light Troops to move without food suffering no move penalty (still the
  morale penalty however)

  RD: Terrible idea. One of the joys of ancient/medieval/fantasy battles is how to get the best use out of the multiple troops types available. Putting a hillman, who is used to throwing stones or javelins at a slow-moving heavy infantry opponent, into a hauberk and giving him a shield, does NOT make him a heavy infantryman. Nor does telling the heavy infantryman to take off his hauberk, make him a light infantryman. Most certainly, giving an infantryman a horse ("this is the front end, it bites. This is back end, it kicks" does not turn him into a cavalryman.
  Fighting men in Tolkien, true to ancient and medieval history, were born and bred to a STYLE of fighting. Gondorian heavy infantry would fight in close ranks, with archer support, because that's how they were brought up. If they had steel weapons and armour, that made them better, but if they had only wooden clubs, they would fight the same way.

  Similarly goblin hordes; they might open the attack with a shower of arrows, but sooner or later (if their morale held) they would charge. They knew damn well that one-on-one they were no match for Gondorian men, so they would try to overwhelm them by numbers. If they had steel weapons and armour, that gave them an advantage, but one-on-one, the Gondorian man with a club would still usually win. That's why Sauron spearheaded his orc troops with trolls or Uruk-hai, and Saruman bred his half-trolls, to add weight to their numerous but lightweight hordes.

                    Desertion: Realistic, but not necessarily
  beneficial to the game. Just one more thing to keep track of without adding
  to player enjoyment. (IMO)

  RD: Agree, more trouble than it's worth.

              Emissary Orders:
                    Influence Pop center replacing Influence yours and
  influence other. I like this as you can assume that in an emissary company,
  once the PC is influenced, continued efforts will increase the loyalty.

  RD: Agree, this is good.

              Agent Orders:
                    Guarding: It needs to be improved. Not sure what
  the total should be, but perhaps your suggestion of adding half the agents
  rank to the target would work (adjustable in playtesting). As you state,
  agents run amuck and armies become impotent.
                    
              Character movement: Reducing it to that of a well fed cav
  army may seem beneficial, but the 12 hex movement seems to work fine. There
  don't seem to be any real issues, and when you need to reach a friendly MT
  to receive a backup, it can be a real bonus. I'd like to stick to what
  would improve playability, and feel this would add a restriction without a
  benefit.

  RD: Yeah, technically Laurence is right, but remember, the characters in the game are supposed to be heroes, and resourceful heroes at that, who could find boats/mounts/secret passages etc. I'm quite happy to leave that as it is. Changing it, for me, falls under the heading of unnecessary complexity.

              Moving to join armies or companies would be a nice order.
  Rather than 2 to move and then join a company, a character could save an
  order.

  RD: Yes, if a character can move/join army, he should be able to move/join company.

              Scouting improving agent rank: I agree. It is already
  automatic you get the scout, and such activity should hone their skills.
  Keep Scout PC and Scout hex as miscellaneous agent orders that do not
  improve rank.

  RD: All scouting orders should improve rank. This would encourage players to use scouts for what they actually did most of the time, ie gathering intelligence, instead of scouting.
  Hey, I'll go further. No skill increase for stealing, sabotaging, assass or kidnap!
  Put those two together and then at last we will see agents doing what they were supposed to do: gather intelligence!

              Nation Transport: Although adding internal consistency, the
  idea of taking 6 turns to reach a friendly pop center doesn't really help
  the game. It's in there to allow gameplay to proceed. Yes, more internally
  consistent, but adds a degree of complexity that doesn't necessarily benefit
  gameplay.

  RD: You are right; but the idea of wagonloads of timber or steel being teleported from the Noldo to Easterlings in a fortnight is nonsense.
  I don't think there is a simple answer to this. Caravans carrying stores from A to B would need to be recorded, meaning extra complexity.
  Could a system be devised to allow "instantaneous" movement (ie a fortnight's caravan journey) within a 12-hex radius of the pop from which the stores transfer originates? In that case, it would theoretically be possible to transfer timber from Noldo to Easterlings, but the length of time it would take would be - realistically- prohibitive!

  Local trades (ie within 12 hexes) would be a better proposition and more realistic.

  Richard.

              I hope I haven't gone over already plowed ground, but I just
  wanted to get some thoughts of a relative new guy and what I think would
  make ME into a more enjoyable game.

              Mick

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