I really like Middle
Earth SBG. All the characters from novel and film are represented with
individual profiles, rules and skills that work well. The rules are fun, easy
to learn but increasingly complex and subtle with higher level characters.
There are scenarios written for all the major events from LOTR and quite a few
minor ones and some from outside the franchise as well as a lot of “what ifs”. The
game has obvious failings at battle level, it’s too intricate and too slow at
games above 600-800 points but works great as a skirmish game, or as a skirmish
within a battle or as a contest between heroes.
Battle Companies adds the aspect of developing characters
from rookie to champion and this adds a whole new aspect. The game is fun, its
fast too. Most games can be played in an hour or so. Its easy to write
scenarios for and most factions are represented so there is a lot of variety.
The skills are quite varied and there are a lot of them so that individuals
develop a real sense of character.
I have played enough games now to have a better
understanding of how the game works, to appreciate its good points and to
recognise some of its limitations and weaknesses. Development is at the core of
the game and I decided to look at this aspect in a bit more depth.
Warriors are awarded experience points for playing scenarios
and causing a wound, a maximum of two points per game. Heroes are additionally
awarded points for winning scenarios and for each wound they cause. For every 5
experience points accrued a warrior rolls for a chance to get promoted to
hero. For every 5 points a hero gains,
they roll on their chosen path for a new skill/stat increase
In my recent campaign, I had two characters “max out” on
development. Both of them started as Uruk Hai warrior scouts, one armed with a bow,
Ogbad, and one armed with a sword only, Gargul. At the end of the first
campaign, the Rescue Campaign, they were promoted to heroes. At this point they
are given 1 point of Fate and when they next advance, they have to choose a
“path” Ogbad chose the path of the ranger and Gargul chose the path of the
warrior. Subsequently they have each played in nineteen games, the Quest for
the Lost Dwarven Ring campaign, and achieved all possible advances in their
chosen path, Ogbad in game 18, Gargul in game 19.
These guys are now monsters by any reckoning.
There is no maximum,
no ceiling for advancement. The rules say that in the “unlikely event” that all
the advancement choices have been taken, the character may embark on a second
path. Fair enough, but it does not seem at all unlikely and I am sure that
eventually all heroes will have advanced in all paths and will all be pretty
much the same character
In fact, Ogbad has chosen Path of the Adventurer as his second
path and has rolled Master of Terrain as a skill. In his last two encounters
with the Zara Hai, Ogbad earnt ten XP in each, that’s two advances in each
game. As most choices are duplicated in the different paths, stat increases for
example, the choice becomes increasingly limited as the character develops.
Ogbad has already chosen so many of the options in this path that there are
only 4 more options he can take.
This combined with the fact that injuries are fairly rare,
fatalities rarer still. Once the war band gets to a good size, influence points
begin to accrue so that healing herbs can always be purchased which reduces the
chance of injury even further
So, what’s the solution? Several possibilities come to mind
1) step method- each
skill after the first requires an additional experience point to attain. First
skill at 5 points second at 6 points 3rd at 7 points etc
2) first 5 skills are gained at every 5 points, second 5
skills are gained at 10 points each, third 5 skills at 15 points etc
3) limit the number of advances, have a ceiling, eg 10
4) roll after each advance after the (5th, 8th,
10th)? level 6 equals no more
advances
The first two ideas are similar so let’s consider them
together. Table One compares the experience points required to advance to each
level using three systems. The existing system and each of the first two
described above. Unlike some games systems experience points are not counted in
the “cost of the character” and so are irrelevant apart from the function of
advancement.
Table 1
It’s obvious that either solution will result in a slower
advance of the character and still allows exponential advancement. If I had
used system one for Ogbad he would only be half the Orc he is and would be
waiting a very long time to get to where he is now.
Method 3) A fixed ceiling. Where would it be fixed? Would
that vary for different characters? Maybe a random roll of 5 d6 decides the level
ceiling for the character?
What is an appropriate level to advance to? What level would
“existing” heroes be if they had developed through the BC system? How many
advances would it take for bog standard Uruk Hai scout to get to the equivalent
level of Lurtz, the super cool, slightly camp, rock hard Uruk from the films?
I think most players of the game would consider Lurtz a
go-to-choice for an Isengard army so he seems a suitable standard to achieve as
a BC Uruk Hai scout.
Using the BC method of advancements how many experience
points would it take to become Lurtz?
The following ratings do not include cost for weapons, just
stat increase and skills, If Lurtz had developed in BC his weapons would be
free.
So, 138 points using BC method, Lurtz costs 90 points in the
Armies book. I think he is cheap at 90! If Lurtz started as a Uruk Hai scout it
would have required 22 skill increases to achieve his eventual eminence.
In the online fanzine SBG, numbers 1 and 2, a similar
approach was used by Tom Harrison on all the characters in the ME SBG universe,
to work out which were best value for the points. In issue 1 he did all the warriors
(Woses warrior topped the chart @9 points cheap), in issue 2 he did all the
good guy heroes (Kings Champion 80 points cheap and Erkenbrand 50 points cheap)
and in issue 3 he did the baddie heroes. I haven’t got issue three but I bet
Lurtz is in the top 3!
SBG 1 and 2 are available as free downloads here https://www.dchobbitleague.com/fan-made-supplements.html
Here is the same chart for Ogbad
Ogbad’s Great Bow and Heavy Armour add 10 points to his cost
bringing his total to 128 points
Gargul is an even more powerful hero, I bet he would kick
Lurtz butt all over the place! Gargul weighs in at 168 points and 10 points for
his war-gear making 178 points.
So, should the ceiling be at Lurtz level? Gargul has already
passed that!
The problem with having a fixed ceiling is the same as
having no ceiling in that it would tend to produce heroes with the same stats
and that would be boring.
Rolling for variable ceilings will produce the fore
knowledge that the character can only get so far or remorse when a character
who “was meant for better things “dies at a lower level than his ceiling
I like this idea as it would produce a wide range of
character levels and diversity always leads to more fun. Where would the game
be without the lower level dudes! The Merrys, Beregonds, Gorbags, Erestors etc
of Arda, they can’t all be Aragorns! The idea can be refined so that the roll
is made at every 5th advance and there is + 1 factor for each next
level.
This means that occasionally a great hero will step forth
and ascend to the top level and the average should still be fairly high at 15
-20 advances but there will be a scattering of lower rank heroes too.
This idea could be further refined by making the last skill
a free choice from any path or a one-point increase in either Might Will or
Fate even if such an advance would increase the number above the normal maximum
limit.
I am going playtest this with my next BC campaign
Here are the profiles for Ogbad and Gargul
Here are the profiles for Ogbad and Gargul
Interesting ideas - functionally, I've never hit the ceiling with Battle Companies because I tend to use my BC for 10-12 games and then stop and use a different one (or start again). Especially if other players are starting out with new Battle Companies, using one that's already really leveled up just isn't fun.
ReplyDeleteThat's a really good point,thank you.I guess its come about from playing solo for what feels like months!
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