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Old Apr 18th, 2015, 05:37 AM
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War of Kingdoms

Warning: Some of the info in this post may be out of date.

Game SummaryThis is going to be a real time strategy type of game, for those who don't know Real Time Strategy type games are Command and Conquer and Starcraft. For those who still don't know what you do is you build a base, recruit an army, walk across a map, kill the enemy's army, destroy the enemy base, be declared the winner. Now I do imagine this to be PvP but I see no reason why a aka PC vs NPC will also be available DM can't join in on the fun. Maybe even have special maps or missions available at the PCs request. It doesn't all have to be war of people vs war of people. I see no reason why it can't be war of people vs lets say a dragon... oh of all the carnage that will happen .

A heads up in advance this post has about 3,000 words in it. If you are interested in playing but are intimidated by big posts please feel free to post a "Interested, Boot Camp" and I will run you through every step that this post covers. Which will included Kingdom creation, building understanding, economics, and battle tactics. Also anyone who grasps the concept of how to play quickly are free to help me with Boot Camp and then be able to earn more of my respect and trust and help me in other areas of the War of Kingdoms. Please see the In upgrade systems for more information.

 

 

 

So with that who is ready?
ApplicationsYou are accepted into the game when your application is submitted. Your application is simply your Kingdom's character sheet. A background is not required but if you want to give an entire kingdom a background story feel free, more fun stuff for me . Your application lets me know you are ready for battle and understand everything I have put forth in this post. Please keep all kingdom creating questions in this thread and out of the OOC so that I can keep all kingdom creating related questions together so that I may change this post to better answer the questions BEFORE they are asked.
Thank you,
From the Dm

 

For err... I mean Staff, really Dirkoth approving the game purposes the following have submitted an application:

 
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Last edited by GodRosen; Jun 14th, 2015 at 04:59 AM.
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Old Apr 19th, 2015, 01:18 AM
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attempt to update ALL info
This is a mechanics attempt post going over how a general rules PVP match will look like mechanically: (word count in thread: 931 Characters count: 5122)
Rules we are following:
What do you start with? 10k Gold, a d6 of each unit type, one commando, and a d12+6 commoners. (custom rules may include an entire base ALREADY constructed. when it comes to custom rules as long as I can understand it your allowed to have it)
Are there NPC Buildings? Yes, one random.
Building material? Wood and wood material rules, respectively.
Are there optional buildings available? No (at the time this was typed up optional buildings do not exist but WHEN they do would be builds that would be extra stuff that you don't need like a building that builds carriages, a boat dock, a flying machine, and finally a building probably going to go by the name of the stone circle that has WMD capabilities)
What is the starting level? 1


Mechanics Breakdown start:
you start off with your starting stuff of 10k Gold, a d6 of each unit type, one commando, and a d12+6 commoners. With your one commando you are able to build a Head Quarters (here forth be known and referred to as HQ). Your six guaranteed to you commoners build your HQ and once your HQ is complete you have one HQ and one building crew consisting of 6 people (your six commoners turn into your building crew). Once you have your HQ you can only build one building of any type but you are available to build your income buildings, your training buildings and your defensive buildings. Now the general rule is using wood materials and wood material rules, now what is this you may ask? well there is three materials Tent, Wood, and Stone, the material rules are as follows, Wood buildings and units trained in a wood base take in the amount of rounds of one tenth their price so a building that costs 500 coins will take 50 rounds (each round being normal D&D 6 seconds long). Tents being tents take half as long normal build time to construct on the flip side though their units take twice as long to build due to improper equipment. And finally Stone buildings take twice as long to construct however they perfect equipment and so their units take half as long to train as normal building time. Now there maybe 5 different training building but they all cost the same amount to build. With that said prices for each building and their material:
Building Tent Wood Stone
HQ 200 500 1000
Training 75 200 400
Income 100 250 500
Defense none 50 100
Now the Defense building is a 5ft wall for that price or ONE archers tower. Now for simplicity the army you will be controlling will be the classes out of the PHB (except of the Commando we will get to him later) and so here are the training buildings and which units they build.
Building Unit Unit
Barracks Fighter Ranger
Nature's Grove Druid Barbarian
Wizard's Tower Wizard Bard
Church Cleric Paladin
Spy Intelligence Rouge Monk
Spell Casters have been altered. Being I am not having the Sun rise and fall in battle I have change the spell casters so they don't run out of spells and be screwed. When they cast a spell they have to wait that spell's level in turns before casting another spell. also the Wizards will only have one spell memorized per level. also you can change what spell they have memorized but it costs 5+the number of wizards on the battlefield in Gold and Instantly changes all wizard's memorized spell to the new memorized spell and every new wizard trained will have the new spell memorized. This Spell casting ability is applied to all spell casters. Clerics can repeatedly cast heal spell heal (or harm if following the proper deity) but has to wait the heal spell's level in turns before recasting it. A cleric can do the same thing for her domain spells how ever a cleric is only allowed to have one domain and a kingdom is only allowed to follow one deity that they can build a church for. Also for the purposes of this game Skills do not exist and will NOT be rolled. Rogues automatically hide from everyone but monks perfectly. monks will always see a rogue when with in a certain range of him/her.

Being kingdoms aren't very diverse you are only allowed to choose 5 races and non that compete against each other. These races can be any non LA races. You can not multi-class with any of you units except the Commando which you can only multi-class ONCE with. Units have a base cost of 100 Gold and you must add the cost of equipment to that before finding out how much it costs to build that unit. (so a monk with the Vow of Poverty feat only costs 100 gold, a fighter with a Great Sword and full plate will cost 1650 Gold to train) any thing under a gold in costs is ignored. Buy 10 packs of arrows or bolts to be considered unlimited ammo and add this price to your price to buy for those that need this type of ammo.

So that breaks down the people mechanics of this game please remember that nothing is concrete feel free to add some of your thoughts to the development of WoK. now onto the income buildings. the income buildings require being manned by the commoners if you have no commoners your not going to have any income. now the commoner goes out the the resource mines at the resource for 30 rounds then walks back to the income building and turns it into income taking him about 10 rounds for his load that took 30+ rounds to bring to the building. it is possible to have one commoner sit in the income building and just keep turing loads into income. however if the work starts piling up outside the income building it might be recommended you build another income building to compensate. you can also build commoners for 50 gold from the HQ. Once a load has been transferred to income the base will have gained 10 Gold.

The commando has exceptions to the normal units. one is that unlike the other units you can choose what class he is instead of being stuck on one class. this class can be any D&D 3.5e class, you can even use over powering classes. however if you abuse over powering classes i will have to take them away one by one and ruin the fun for everyone. so to be clear yes you can overpower class... but don't be overpowering . also the commando has a base cost of 300 then add in equipment costs and also the commando can be built from any training building and you can only have one commando at a time.

as you construct you base and explore the map you may come across a Neutral or NPC buildings. these buildings consts of the Tavern, the Cemetery, The cave of weaklings, and The Traveling Merchant. the Tavern, Cemetery, and cave of weaklings provide extra units options to you. the tavern lets you buy mercenaries with is 2 units of any class and race (not subjected to your kingdom's race limit) at a base cost of 200 then add in equipment. The cemetery provides you with an army of undead (prices and type of undead subjected to min level of game if its high enough we may just see lich in here ). The cave of weaklings provide a one time use of a army of under 1 CR creatures depending on the minimum level. This army may be bought again but only one army of weaklings can be out at one time and it costs a lot to rebuy the whole army. Then there is the Traveling Merchant the traveling merchant is a means of income. The Traveling Merchant removes all proccessing time. all a commoner has to do is arrive at the traveling merchant then return to the income building the only time is travel time. The Traveling Merchant is always traveling. At one point he may be in your base and at another time he may be in the enemy's base and any where inbetween. Also instead of pulling its normal load the commoner bringing in a load from a Traveling Merchant is to be doubled what it would normally be.

Then there is a leveling system for all the units. The Commoners at level one bring in 10 gold per load every level they gain lets them pull in an additional 10 gold (except for the Traveling merchant which doubles that number). Battle Units upgrade as normal D&D rules (nevel roll HD its always MAX) the tabel below hows how much a commoner must bring in in gold before he can level again. When a unit is slain he gives you a kill point for each one of his levels that he has. the table below shows how many kill points a unit must have before leveling up another level. Commoners have no max level. all other units can only level up 3 times (that is why a min level must be choosen) of course this is defalt rules and can be altered at the player's discrestion.

Level Gold Till Next levelCommoner Kill Points needed for next levelUnit
1 1000 10
2 3000 30
3 6000 60
4 10000 100
5 15000 150
6 21000 210
7 28000 280
8 36000 360
9 45000 450
10 55000 550
11 66000 660
12 78000 780
13 91000 910
14 105000 1050
15 120000 1200
16 136000 1360
17 153000 1530
18 171000 1710
19 190000 1900
20 210000 2100

Finally there is an upgrade building. this building costs the equivalent of the HQ. The way this building works is you choose a type of unit (like fighter) and pay 1k gold for their first stat upgrade and now ALL FIGHTERS on the battlefield (and any fighters created there afterward) has that stat upgrade. Then after you upgraded you fighters one stat point you can go and give your Wizards their first stat point upgrade for 1k gold AND it can be a different stat you upgrade then the one you gave to the fighters. once again once this stat upgrade is finished it gets applied to ALL of your wizards out on the battlefield and ever wizard therfore created afterward. you can do this for each class you have (and even for your commando) but you can only do 4 stat point upgrades and its price increases. so you have given your fighters their first stat upgrade their second stat upgrade will now cost 3000 (this is because it is expected that your army has grown some before you buy your next stat upgrade) the third stat upgrade will cost 6000 and then the final stat upgrade will cost 10,000 gold. There is an ingame reward how ever it is not in the general rules of a PVP match as it will be an unfair advantage. now can you include the in game reward in your PVP fights by all means but this will then be custom rules and not General rules.

Any questions, concerns, or comments about the rules direct them to the interest thread please
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Last edited by GodRosen; Jun 29th, 2015 at 05:44 AM.
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Old May 6th, 2015, 02:49 AM
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Your character sheet will be posted before you enter EVERY match. So the break down of the character sheet is like so...
Kingdom spoiler
fighter class spoiler
Lowest level stats (if its one then level one stats. if however you are starting a game where you lowest level unit will be 17 then make these stats level 17 stats)
Spoiler Levels
Then Spoiler button the same method for your other races. If you have a different way to condense you Kingdom "Character" Sheet feel free to do so. Just make sure everything is taken down.

Also I do request a Kingdom War Block and the info requested her is subject to change according to needs (just giving you a heads up so your not surprised when it happens)
Combat blocks for each class you have
(a combat block for a unit would include HP, AC, Saves, Attack, and Full Attack, Spells cool down left when applicable)
your Kingdom War Block will also include:
Your Current Gold Count and then any income or spending activity for the last turn (or turns if more than one was skipped to move things along)
How many of each unit you have in your kingdom currently built
the time left for a building to be completed
the time left for any units in training to be completed
the time left for each commoner before they bring in more cash
a Commoner's Level and how much cash he/she has brought in
Spells memorized by the Wizards
also so it can be kept better track of I request any and all stat upgrades bought be kept track of as well.
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Last edited by GodRosen; Jun 29th, 2015 at 06:03 AM. Reason: deleting stuff
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Old May 20th, 2015, 02:37 AM
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Last edited by GodRosen; Jun 14th, 2015 at 05:04 AM.
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Old May 29th, 2015, 06:05 AM
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Maps and Maps Keys:

this is base map where the squares are 15' squares
Base
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20
1 __ __ __ __ __ __ __ __ __ __ __ __ __ 9$ 9$ 9$ 9$ 9$ 9$ 9$
2 __ W W T __ T W W W W W WT __ 8$ 9$ 9$ 9$ 9$ 9$ 9$
3 __ W SI __ __ __ __ __ __ __ __ __ __ 1$ 6$ 9$ 9$ 9$ 9$ 9$
4 __ W __ __ B __ __ T __ IB __ __ __ 6$ 8$ 9$ 9$ 9$ 9$ 9$
5 __ W __ CD HQ __ __ __ IB IB __ __ __ 5$ 4$ 8$ 9$ 9$ 9$ 9$
6 __ W __ __ __ __ __ T __ IB __ __ __ 0$ 2$ 3$ 4$ 7$ 9$ 9$
7 __ W __ NG __ __ __ __ IB IB __ __ __ 9$ 9$ 9$ 9$ 9$ 9$ 9$
8 __ W __ __ __ __ __ __ __ __ __ __ __ 9$ 9$ 9$ 9$ 9$ 9$ 9$
9 __ W W W W __ __ __ __ $$ __ __ __ 4$ 6$ 8$ 9$ 9$ 9$ 9$
10 __ __ __ __ __ __ __ __ __ __ __ __ __ 3$ 6$ 9$ 9$ 9$ 9$ 9$
HQ: Head Quarters
W: Wall
T: Tower
IB: Income building
#$: Additional Notes*
B: Barracks
CD: Church of (Deity)
WT: Wizards Tower
SI: Spy's Intelligence
NG: Natural's Grove
TM: Tavern of Mercenaries
$$: Traveling Merchant
CW: Cave of Weaklings
GC: Graveyard/Cemetery

Additional Notes: the number next to a single $ represents how much more funds that natural resource square can provide. A zero next to a $ is useless land and can not be built on till its taken care of. Its like left over tree stumps. can't build on tree stumps so the Commoner must make it build-able on.

Combat
00 01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18 19 20
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Last edited by GodRosen; Jun 20th, 2015 at 05:45 AM. Reason: Deletion
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Old Jun 30th, 2015, 02:46 AM
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Example Stat Block: brought to you by Dread Reaper

You do not have to replicate this as it is JUST an example
Quote:
Originally Posted by Dread Reaper View Post
This is just to show you how much coding went into my last game post, the one with the stat blocks.
& FYI, this is a condensed version where I created a cheat sheet for repeating information so it was only listed once.


 
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