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PostPosted: Tue Feb 24, 2015 1:14 pm 
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So what penalty should one apply? The one for sorcerors? Maybe Zombies can fight effectively in heavier armour since they have the massive strength?


Are there other ways to maximize the effectiveness of zombies and skeletons? Why didn't Murkyn think of that? Did his skeletons wear armour?


Since I'm on this topic, what stops a skeleton riding a trained warhorse or other mount? Can we assume they have the skills to stealth around? Did they get a stealth and perception score in book 4? What's your thoughts on their intelligence levels and ability to operate doors or mechanical devices?

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PostPosted: Tue Feb 24, 2015 2:35 pm 
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Kharille wrote:
So what penalty should one apply? The one for sorcerors? Maybe Zombies can fight effectively in heavier armour since they have the massive strength?

I would argue that skeletons and zombies, as unthinking automatons, have no combat skills to speak of. This is supported by their low Attack and Defence scores (skeletons have the same combat scores as those of an untrained peasant human), and zombies even less so. Whilst it is not clear what the penalties are for untained peasant folk wearing plate armour, I think it's reasonable for it to be the same as sorcerers (who are the least combat trained of all the professions).

However, who is going to make the armour? It's unlikely Murkyn can just skip down to the local blacksmith and order a dozen suits of plate armour - such armours need to be fitted and I doubt any blacksmith is going to want to measure up a load of skeletons. Plus plate armour is for knights, you can't just go around making it for anybody. Lots of practical and social obstacles for Murkyn to overcome before he can equip his skeletal horde with plate armour!

Kharille wrote:
Are there other ways to maximize the effectiveness of zombies and skeletons? Why didn't Murkyn think of that? Did his skeletons wear armour?

Beyond the obvious of just equipping them with magic items, there's loads you can do. Specifically, you need to use them such that their weaknesses do not disadvantage them too much. Even simple things like equipping skeletons with bows and putting them behind bars, or across a crevasse can make a huge difference to their effectiveness. Zombies are weak on their own, or against a group, but if you can isolate and surround someone with 3 or 4 of them, their high Health means that it can be slow to take them down (even with hitting every round), and the beleaguered guy in the middle will likely have zero Defence against one or more of them - suddenly their low Attack score doesn't seem so bad...

You also have the option of making the undead of creatures other than humans and tweaking their abilities a little - imagine a swarm of rat zombies with high Defence (because of their size) and relatively high Health (because they're, well, y'know, instilled with supernatural might from the Otherworld). Perhaps Murkyn animated a load of skeletal snakes that use tiny tunnels through crumbling walls throughout the castle to harry the adventurers with guerrilla tactics.

And, lastly, maybe all of this animating of undead has drawn the attention of the Blasphemous Lord of Bones, whose spirit now dwells in one of the skeletons with an agenda all of its own, unbeknownst to adventurers and Murkyn alike...

Kharille wrote:
Since I'm on this topic, what stops a skeleton riding a trained warhorse or other mount? Can we assume they have the skills to stealth around? Did they get a stealth and perception score in book 4? What's your thoughts on their intelligence levels and ability to operate doors or mechanical devices?

I would argue that as unthinking automota, skeletons and zombies could perform only the most basic of manual tasks - opening a door, but not manipulating a lock. I'm not sure what horse, however well-trained, would let an undead creature ride its back, but even if there were a tame mount available, I'd probably rule that a zombie lacks the agility to mount and balance sufficiently to ride. A skeleton, however, maybe... I'm not really a fan of meaningless combat encounters, so if I put a skeleton in an adventure, it would have to serve a purpose, and if that purpose involved it riding a horse, then it would be able to.

Or maybe all of this is just too 'ordinary' - skeletons that slowly reform when 'killed', zombies that cannot be stopped, etc., are more in keeping with the feeling of horror that sets DW apart from it's high fantasy and boringly clinical cousins. Otherwise, skeletons and zombies just become another creature to be put to the sword, whereas anything involving the supernatural should be an adventure in itself to determine how to exploit their weaknesses... In only my personal opinion, if your players\characters aren't afraid of the supernatural, then you're doing something wrong as a Dragon Warriors GM.

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PostPosted: Tue Feb 24, 2015 3:28 pm 
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Yeah, no combat training. Same penalties as sorcerors sounds right.


I don't think there is such a problem with fitting armour, they'll fit, especially since Murkyn wasted them in the first place, they may be a bit thinner but that doesn't stop starving knights fitting into their armour...

One annoying thing is you have to animate bones of people you killed yourself. Makes the idea of a 'necromancer' less likely. Wish there wasn't a spell expiry roll in REANIMATE THE DEAD. Oh, so you can only give commands of 4 words or less...

I think this is where the sorcerer starts to take on some 'long term advantages', the idea that you can build up an army of skeletons over time...


Can't recall at this time, but I wonder whether there were other spells you can use to buff up your skeletons. Hey, maybe a skeleton missing a lower torso can still do some good...

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PostPosted: Tue Feb 24, 2015 4:25 pm 
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Kharille wrote:
One annoying thing is you have to animate bones of people you killed yourself. Makes the idea of a 'necromancer' less likely. Wish there wasn't a spell expiry roll in REANIMATE THE DEAD. Oh, so you can only give commands of 4 words or less...


I think what you need is the Animate Bones spell. No duration and not limited to humans, just an 'unfortunate', although you may need to have a generous and sympathetic GM to hand to allow you animate anything and everything you kill.

Having to kill something yourself is not actually that much of a limitation - by 9th rank, the sorcerer has enough firepower to blast a few people to their bones and probably enough henchmen to capture and disable enough others that he can slip a knife into their struggling bound bodies to claim a kill. Although it does mean that a sorcerer cannot just head out to a graveyard and raise an army, which is a useful limitation. Although I'd use my 'auspicious period' mechanic to enable a sorcerer to do this during very specific astrological events.

Kharille wrote:
Can't recall at this time, but I wonder whether there were other spells you can use to buff up your skeletons.


Not in the rules as they stand, but I have some house rules around rituals that would enable sorcerers to do this. Although rituals are lengthy and expensive things, so there's lots of opportunities for the adventurers to piece together what the sorcerer's doing and put a stop to his vile necromancy... :twisted:

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PostPosted: Tue Feb 24, 2015 9:00 pm 
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Quote:
So what penalty should one apply? The one for sorcerors? Maybe Zombies can fight effectively in heavier armour since they have the massive strength?


It seems simplest to assume that you will apply the normal penalty for an untrained human (i.e. sorcerer), but I think it is interesting to note that a human in plate is wearing about 50% of their normal bodyweight in armour, whereas a skeleton in plate is wearing something like 300% of their bodyweight in armour. They don't have superhuman strength like zombies so I wonder if they could even stand up.

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PostPosted: Wed Feb 25, 2015 3:45 am 
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WodenKrait wrote:
It seems simplest to assume that you will apply the normal penalty for an untrained human (i.e. sorcerer), but I think it is interesting to note that a human in plate is wearing about 50% of their normal bodyweight in armour, whereas a skeleton in plate is wearing something like 300% of their bodyweight in armour. They don't have superhuman strength like zombies so I wonder if they could even stand up.


That would be my ruling - a normal skeleton couldn't wear plate or even chain. They'd fall apart. You might get some special case that could but it wouldn't be a standard skeleton.

I probably would allow it for a zombie, but with the sorcerer penalties - again, unless, it's a special case.

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PostPosted: Wed Feb 25, 2015 12:00 pm 
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A good reason to expand on the stats. I think, they don't have reflexes scores in the dragonwarriors 'monster manual'? Book 1 and book 4 right? Sometimes a strength or intelligence score would be nice.

Maybe we can revise them further. WEAKEN might reduce strength by 6 points and do the corresponding penalties to ATTACK, DEFENCE, armour bypass rolls and all. I can imagine a weak farmer falling to the floor whilst those who are down to strength 4 should suffer the -1 armour bypass/damage rolls. strength 2 should be -2 of the usual stats....

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PostPosted: Wed Feb 25, 2015 9:23 pm 
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WodenKrait wrote:
They [skeletons] don't have superhuman strength like zombies so I wonder if they could even stand up.

As the rules stand, a knight character with a strength score of 3 can wear plate armour without penalty. I'm not sure skeletons should be any different... Other than implementing a house rule about strength minima for wearing the different armour types, there's nothing in the rules to prevent a skeleton being dressed in plate armour.

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PostPosted: Fri Feb 27, 2015 10:49 pm 
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Quote:
As the rules stand, a knight character with a strength score of 3 can wear plate armour without penalty. I'm not sure skeletons should be any different... Other than implementing a house rule about strength minima for wearing the different armour types, there's nothing in the rules to prevent a skeleton being dressed in plate armour.


True, which is why I think it is "interesting" rather than earth shattering. On the other hand perhaps Strength 3 knights are tiny people whose armour doesn't weigh very much. :D

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PostPosted: Sat Feb 28, 2015 9:47 am 
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WodenKrait wrote:
On the other hand perhaps Strength 3 knights are tiny people whose armour doesn't weigh very much. :D

I was actually thinking about the strength-3-knight idea last night and it occurred to me that in an age where physical strength is such an important trait in one who would take on the burden of knighthood (and all that implies), what heroic actions did the guy have to perform to be knighted? Knighthoods aren't hereditary, so must be earned* and for one of such obvious weakness to have earned a knighthood, his deeds must be worth a ballad or two - that's save-the-life-of-the-king territory! Could be a very interesting character to play.

*I use this term loosely, 'cos that might not be the case in *all* cases...

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