Thanks Brendan,
You overlook the fact that fortifications and bridges in MEPBM are all timber. This may be inconsistent with Tolkien, but it's there for simplicity. Consider Norman England - in the years of turmoil after 1066, timber fortifications are thrown up everywhere. It's only a generation later when more stable times allow for the construction of stone castles. You don't need TNT to sabotage a timber palisade - you need it to be unguarded, so that you can position a barrel of tar and pile of faggots (not in the American sense!) in the appropriate place, and then the luck that the garrison don't extinguish it in time. Hence I wouldn't want to see it go as an agent order.
BUT, I do like the idea of letting mages have a go to. I think they should not have the option of doing it covertly, so I have limited the ability to that of mages with armies, and have incorporated it into a new sequence of spells "Siege Craft" http://www.lgtilley.freeserve.co.uk/2nded.htm
I didn't like the idea of letting them have a go at bridges - I don't know why, it just doesn't feel right.
Certainly Tolkein's world is not Norman England. Along with timber palisades constructed fortnightly, he has the stone fortifications of Gondor, Helm's Deep, and the Dwarven underground domains. You could argue for a distinction between the two types to be written into the game, with only mages having the ability to affect those made of stone. But... I suspect the "Ewwwwwwwwwwwwwwwww You're making it too com-pli-cat-ed" lobby would come out to oppose you.
You could also argue a case for breached fortifications - where the palisade has been weakened, by so many "hit points"; or a case for secretly breached fortifications - where a "way in" has been discovered, or a financial arrangement has been made with the castellan without the knowledge of the owning nation. It is a fact of English Mediaeval history, that far more castles changed hands by betrayal or surprise, than were ever taken by armies. However, as tempting as these innovations may sound, you would again be tipping the complexity scales very heavily.
[Brad, I haven't forgotten your 2nd Ed. contribution, will get onto it soon]
Laurence G. Tilley
http://www.lgtilley.freeserve.co.uk
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At 19:11 16/05/2002, you wrote:
Laurence,
I was just on your site there looking at the 2nd edition ideas. Fair play to
you for keeping all of this stuff together...who knows if Clint ever manages
to buy the licence from GSI then it might happen......although I guess I
shouldn't hold my breath.Anyway one thing that has always annyoed me is the agent order to sab
fortifications. There is no way that an agent/ninja could destroy a stone
forfications without a sizeable amount of TNT or industrial explosives or
something like that. However, what could and did happen in the Two Towers
was Saruman blasting a huge hole in the fortification at Helm's Deep. (I'm
looking forward to seeing that in the 2nd film).So my suggestion is to remove the sab fort as an agent order. Instead put it
as a hard mage order. I think to minimize it's affect it should be a conjure
spell i.e. a 330 one rather than a combar spell. It achieves two things. It
increases the usefulness of mages and reduces the game as an agent game.I think the same thing for sabbing a bridge. Only an army or a power mage
should be able to destroy a stone bridge. One man on his own couldn't do it
with explosives.What do you think ? I read the section on agent orders on the page and there
didn't seem to be any change for those particular 2 orders.Anyway, just thought I share it with you and see if you consider it
feasible/useful to be added to the 2nd edition ideas.Cheers
Brendan