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## [3.X] Dominions 3, D&D 3.5 E Cross-Over

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Ikeren
  Knight-Baron
  Posts: 849
  Joined: Sat Jan 08, 2011 8:07 pm

### [3.X] Dominions 3, D&D 3.5 E Cross-Over

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Post by Ikeren » Wed Nov 28, 2012 10:08 pm

The idea: Run a DND game styled like a Dominions 3 game. Note: I don't have a copy of Dominions 3 in front of me. Nor do I have most of the DND books with me.
The map: Use a standard Dominions 3 map.
Roleplaying explanation: A sanctuary plane has recently been created by [powerful entity of preference]. It has vast resources (magical and mundane) and a temperate climate, allowing for an extremely long growing season. Your local lord/whatever has sent you through an unstable portal with a small army and colony. Your job is to colonize and secure the plane. More men will be sent your way whenever possible.
Pretender: No
Magic sites: 75%
Scales: No.
Random events: Frequent
Gold/Supply/other resources: No.
Town:
You start with 100 people. 50 are basic farmers/harvesters (commoner 1). Standard array
25 are basic craftsfolk/experts. Standard array.
25 are your starting armed forces. They are all commoner 1 with elite array, but you get 50 points to spend on the following upgrades:
1 point: NPC class other than commoner 1 (Adept, Warrior, Expert)
+1 point: PC Class
+1 point: Level +1 (max level = 1/2 leader level)
+1 point: 32 point buy instead of elite array.
The party is 1-x (probably max 4 or 5, maybe 6) 6th level PC's. All PC's gain leadership as a feat for free. The leadership feat does not provide followers (it does provide a cohort as normal), but determines:
How many followers are extremely loyal (morale boost).
How many troop stacks you can lead --- a PC can lead a number of types of troops equal to 1/4th their leadership score rounded up. For example, if my starting army includes:
10* Archer, 2 points each: Human Cloistered Cleric 1: Str12, Dex15, Con13, Int10, Wis14, Cha8, Saves 3/2/4, HP 7, AC 16 (chain shirt, dex+2). Feats: PBS, Rapid Shot, Precise Shot (Flaw: Murkey-eyed), Weapon Focus Longbow (Domain: War), Knowledge Devotion (domain: Knowledge; Local +4, Religion +4, Planes +4), Luck Domain. Attacks: Masterwork Composite+1 Longbow, +4, 1d8+1, rapid shot, +2/+2, variable bonus for knowledge devotion.
And
10* Blocker, 2 points each: Human Crusader 1: Str14, Dex13, Con15, Int10, Wis12, Cha8. Saves: 4/1/1. HP: 12. AC: 18 (Dex, Breastplate, Shield). Feats: Extra Granted Maneuver, Stone Power. Maneuvers: Crusaders Strike, Vanguard Strike, Douse the Flames, Stone Bones, and Charging Minotaur, Stance: Martial Spirit.
A character with leadership 4 and under can not command both stacks. A charactership with leadership 5-8 could command both stacks. 9-12 could command another type of troop. Stacks can be infinitely large.
Your city has a large stone wall.
You have 100 houses, some of which are probably empty but have been built for expansion purposes.
The town also has an Inn/Tavern with 12 small single rooms on the second floor, and a large room for drinking and eating on the first floor.
The town has proper facilities for whatever sort of experts you so choose to have.
The town has a 3 story stone "keep"; on the ground level; Entrance room, kitchens, mealhall. On the second floor: 6 small bedrooms and on the third floor: 3 larger bedrooms, with roof access.
The turns: Each turn is one month:
Any NPC or PC with at least 1 rank in hide, move silently, spot and listen can scout. Characters with standard movement cover 1 province per month. Characters that have fast movement (above 60 feet per round, or a horse) can cover 2 provinces per month. Characters that have permenant flight can jump up to 3 provinces per month, but do not count as exploring the provinces in between.
Scouts will notice non-stealthy armies 100% of the time.
Scouts will make standard opposed spot/listen checks for stealthed armies (scouts spot versus armies hide to notice stealthed army, all army members must have hide ranks, army's spot versus scouts hide for army to notice scout).
Scouts can also do any fighting their character can do (IE, thugging scouts).
Each province can have up to 4 magic sites. Simpler ones will be revealed by standard search checks, others will require divine or arcane mages of certain power.
Influencing provinces: Provinces are considered under your control if you were the last person to have an army in that province. You can build a small garrison tower in 1 month for two craftsmen's time. The garrison can hold 1-6 men, and maintains your influence in that territory until it is destroyed (IE, prevent scout snagging, though if the garrison is 1 person, Scouts could beat that person --- this is province defence 1-3, basically)
PC's each month can:
Move an army/lead an army
Dungeon crawl; some of the special sites will require dungeon crawls or dungeon battles.
Craft magic items using normal crafting rules.
Train army: this is one of the way that you get better troops. Commoners can be trained into a NPC class in 1 month, trained into a PC class in another month, and trained up to level 2 in another month. Levels after that require level-1 months of training (2-3 requires 2 months of training, 3-4 requires 3 months of training). A PC can train up to their level number of troops each month.
Ritual spells: Gems can be used for ritual spells. Ritual spells require 1 month to cast.
Summons: Any standard summon monster can be made permeant by using gems equal to the spell level. Casting time extended to 1 month.
Combat: Do it round by round, hardcore style, no MTP. Group initiative by troop type. Battlemap the hell out of that. You're mixing D&D and Dominions 3; you might as well be playing Warhammer40k.
Your PC's are your thugs and mages. High level PC's are super-combatants. You can use summons and shit in similar ways to dominions 3.
In combat, you can use gems to cast a higher level spell on your list. For prepared casters, it must be in your book (wizards). For spontaneous casters, by casting it, you're choosing it as your first fixed slot. You can't choose more than 3 spells per level this way. You can only cast +1 using gems.
Example: 1st level sorcerer can burst out a scorching ray using a fire gem, but when they turn 2nd level, scorching ray is their 1st spell choice.
Morale rules: I need Morale rules. Suggestions?
I need population increasing/army increasing rules?
Things to do: Make long distance attack rituals into rituals for D&D3.5E
Attach dungeons to special locations.
Last edited by Ikeren on Fri Dec 07, 2012 5:50 pm, edited 1 time in total.
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Avoraciopoctules
  Overlord
  Posts: 8624
  Joined: Tue Oct 21, 2008 5:48 pm
  Location: Oakland, CA

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Post by Avoraciopoctules » Thu Dec 06, 2012 5:58 pm

If you are using an actual Dom3 map, then it is broken into provinces. Yet many aspects of the mechanics you describe work off a "Squares" system. This seems problematic if you don't use one of the few Dom3 maps where all the provinces are square-shaped.
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Ikeren
  Knight-Baron
  Posts: 849
  Joined: Sat Jan 08, 2011 8:07 pm

###

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Post by Ikeren » Fri Dec 07, 2012 5:48 pm

By squares I mean "non-square provinces", which does get just a little wonky if one province is twice the size of the one next to it, and you still travel through them in the same time frame, but I don't have anything better.
I'll edit in provinces
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