KalaDellexe

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About KalaDellexe

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    EVERYTHING I LEARN JUST OPENS UP NEW QUESTIONS
  • Birthday 04/02/1997

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    I ain't meeting any 17th Sharders in dark alleys, if that's what you're asking.
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    Video-Game Design.
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  1. Same here, I have a regular D&D group that I'd probably be able to play with if I converted the rules though, part of my motivation for conversion. I like that idea, make it work like Cure Wounds+Feruchemical Gold modifier for each equivalent spell level, up to 9. Adding the Gold Mod to each d8 healing for consistency. So levels 1-2, 1d8+Gold Mod Levels 3-4, 2d8+ 2(Gold Mod) etc. From levels 1 to 2, assuming a gold modifier of +3 (as Keepers begin with a rating of 3 in all metals. I'm translating the Rating system from MAG to work the same as a modifier in 5E, so a 5 Rating would be the equivalent of a 20, with a +5 modifier), it'd heal an average of 8.5, a full heal for squishies like Sorcerers and Wizards, and a solid 1/2-2/3rds heal for the d12 and d10 hit die classes like Barbarians, Fighters, and Rangers. From levels 3 to 4, keeping the gold modifier of +3, it'd heal an average of 15, still a great chunk. Levels 5 to 6, bumping modifier to +4 through advancement, average healing of 25.5 Levels 7-8, 34 healing average. 9-10, 40.5 with a +4, or 45.5 with a Gold modifier bump. Seems pretty reasonable so far, I'll put together a graph of average class health with various constitution modifiers and compare it to the average healing from this system. I'll probably balance it around the d10 hit die, since in a true Mistborn campaign setting the classes would be Barbarian (D12), Rogue (D8), Fighter (D10), and non-magic Ranger(D10). EDIT: So do you believe that sending links in PMs would be acceptable? I could send you an example to judge. EDIT #2: Here's a quick chart, using a D10 hit die with a constitution modifier of +2, using the default of 6 for the d10 roll for levels 2 through 20, compared to the concept you put forward. As you can see, it pretty steadily falls off rather than staying consistent, especially for levels 17 through 20, where spell levels plateau. I've got to sleep now, it's 3AM, but in the morning I might try a model with 8.5 average healing, rather than 7.5, simulating a d10+3 instead of a d8+3.
  2. Hey 17th Shard, I started myself on a bit of a lengthy project, converting the rules for Mistborn Adventure Game to the Dungeons and Dragons format, specifically, Fifth Edition, as it is the edition I am most familiar with. I've completed some rough drafts for most of the Allomantic powers, with the exception of Atium, Lerasium, Cerrobend, Cadmium, and the God-Metal alloys. I know for sure that they'll have to be revised a lot more, but to refresh my brain I decided to start thinking about some Feruchemical powers, specifically Feruchemical Gold, and I've run into a bit of a problem. In typical D&D play, as players advance from level 1 to level 20 they gain HP, and quite a lot of it. Generally at level 20 a character will have well over 15 times their level 1 HP. In typical MAG play, health doesn't change that much, with someone maybe doubling their health over the course of a long campaign. This is causing a bit of a problem with figuring out rules for Feruchemical Gold healing, especially Compounding. In MAG, restoring 6 HP via Compounding is always going to be a massive chunk of HP no matter what, because HP stays fairly consistent in MAG. I've already lined up some equivalents for damage in D&D versus MAG by comparing the weapon damages of items like daggers, clubs, and swords. +1 damage in MAG seems to be about 1d4 in terms of D&D. The easy solution, therefore, is to make the 6 HP restore of Feruchemical Gold equal to 6d4, which averages to around 15 HP restored. For a lower level character, up to level 5 or 6 (depending on class and physical scores), that's a comparable chunk of HP regeneration to how it's intended to be in MAG. As levels progress, however, it rapidly becomes a smaller and more negligible amount. Any ideas, folks? I have a couple, but since I'm diving more into homebrew and winging it here, rather than just converting distances and action economy to 5e terms, I'd like some external input. Also, I'm assuming posting my conversions here would be frowned upon because in this early rough draft stage a lot of text is directly copied from the MAG rulebooks rather than reworded or abridged. If I am mistaken, please let me know, and I'd be willing to PM users my conversions if that's allowed.
  3. Necro'ing an old thread, but I had a brief idea while reading Oathbringer, no spoilers for that book specifically here, though. In short, I think that this is an instance where Sanderson is working with wordplay and the idea of an unreliable narrator. I think that when big T's scribes wrote down this particular Death Rattle, they made a mistake. I suggest that instead of "the Broken One reigns," the original Death Rattle could be interpreted as "the Broken One rains." The Stormfather, following Honor's Splintering, essentially took up or was forced to take the largest Splinters of Honor and had its nature changed to become more like the ghost/cognitive shadow/spiritual afterimage/whatever-the-hell-it-is we see on Roshar today in the events of the books. The Stormfather, being the largest conscious Splinter of Honor left, could be very easily considered to be "the Broken One." As for the second part, I trust it is exceedingly obvious how the Stormfather, or the Broken One, would be "rain"ing rather than "reign"ing. Apologies if there's a more recent thread about this somewhere, I did a quick search and this is what came up with regards to the quote.
  4. If I recall right, Harmony is a deep intermingling of Ruin and Preservation, but there's still a distinction between the Investiture. I've been away from the 17th Shard for a while though, so I don't know of any new developments. Do the intermingled Investiture, in my mind, would create the fused God-Metal, but the two distinct Investitures at the "edges" of Sazed would bleed through and create Atium and Lerasium. Can Shards willfully stop the bleed of power into the three forms, gas, metal, liquid? /
  5. Gold/Gold or Steel/Steel, to be honest. With Gold/Gold, I can't get sick, can hold my breath as long as I have Gold-charge, and I can do stupid things without getting seriously hurt. Steel/Steel lets you pseudo fly with hops and Steelpushes AND you're also the Flash.
  6. http://www.theoryland.com/intvsresults.php?kwt='pits of hathsin' Second item. Apparently believing that Wax's father is interested in the Pits is "on the right track." I think that they will keep producing Atium, though in reduced quantities as some Investiture is now going towards the creation of the fused God-Metal.
  7. I thought that they did have some Feruchemical spikes pre-Ruin. I remember reading somewhere that they had to sleep so often to refill health metalminds, since the Lord Ruler didn't give them Gold Allomancy. I could be wrong, though. Looking at the Coppermind, apparently while Kelsier was alive some had Feruchemical spikes, but they weren't taught how to Compound by TLR, and learned that by themselves. No source, however.
  8. They would be braced more, and be able to move heavier objects. The force of their Push wouldn't change, but they would now be more of anchor. This is why Wax's combo is powerful, when he destroys the building from the top-down, he should fly straight up, but because he's increased his weight so much, the building is lighter than he is, so therefore the building moves, not him. More weight doesn't increase the strength of Pushes, it increases how much weight they can move without themselves being moved.
  9. That seems like a recipe for disaster for me, if they're really that different. If Alethkar-armies and Shattered Plains-Armies operate completely differently, then working together is going to be as difficult as two entirely different nations trying to coordinate their armies. Even if you purged all the Alethkar-army commanders, you'd need months to train and retrain the Alethkar-armies. If Alethkar-armies are not representative of Shattered Plains-Armies, then the Alethi military is dysfunctional, fragmented, and merging them would be like telling the Russian Army to integrate with the U.S. Army during WWII. They would have completely different structure, training, expectations, etc. As opposed to this, if Alethkar-Armies ARE representative of Shattered Plains-Armies, then they will integrate much more smoothly, but they still have the problems I laid out in my TLDR. Shardblades drop to the ground when their owners die. Mistborn carry metals anyways, as we see in Kelsier's training in Eleventh Metal, plus they're supposed to be working together against a non-Mistborn enemy so they should have no reason to not carry metals. It is not largely defensive; it also shows you every opening your opponent makes before they make it allowing you to counter every swing. Shardplate makes someone stronger, but do we have evidence of Shardbearers actually reacting faster because of Shardplate? I don't believe we do. Pewter, in any case, gives Allomancers enhanced speed as well, enough to blitz ordinary humans with relative ease.
  10. Working on a little project now, a line-by-line reading and dissection of the Way of Kings to determine the nature of the Alethi military. Just barely into chapter 1 so far, but that's mainly because of how much military stuff is in that chapter. Here's the link to book-quotes and my comments. https://docs.google.com/document/d/1Y4CYeS0peFsAwWQ5aDGqiuwE8uw0ObY7UOPZgASJLDw/edit?usp=sharing TL;DR up to this point. Alethi armies clearly begin battles in clear, crisp, neat formations. They form orderly lines with shortspears in front, longspears and javelins behind shortspears, archers at the sides, and then a negligible amount of cavalry. Darkeye spearmen wear a leather vest, simple steel cap, steel breastplate, and a leather skirt. Shortspear-infantry, in addition to their shortspear, also carry shields on their backs. Alethi warfare is very ritualized with regards to equipment, so darkeyes are not allowed swords, and Kaladin wearing pants is not supposed to be allowed. Organizationally, Alethi armies are made up of squads, with Kaladin's squad of 30 being our only defined example. This poses an organizational issue during battle as that means that with a 2,000 man army, or the bare minimum interpretation of the size of one of the armies, there would be nearly 70 squads all acting independently. This disorderliness also shows with Cenn and Kaladin's remarks about camp politics. Rather than squads being orderly, steady, and static, squads and men can be swapped around and traded at the whims of squad leaders. This is concerning, as even Roman Manipular Legions only had around 40 groups of 120 that were disciplined, orderly, and had specific roles. This apparent lack of order, combined with the independence of such small squads, is really making me question the effectiveness of the Alethi army in pitched battle.
  11. Sorry, but if I remember right, that's just wrong. Allomancers may be more common than Surgebinders, but they weren't common enough (or risked enough) to justify skipping out on effective gear. That's the entire reason why the Hazekiller class of soldier exists. Most fighting in the Final Empire at the time of the beginning of TFE is from failing rebellions. Who's rebelling? Skaa. Who doesn't have as many Allomancers? Skaa. They don't have the Allomancers to pose a threat to the Final Empire, so the Final Empire doesn't concern itself with building its army around countering Allomancers. From descriptions of soldiers, we hear that they wear metal helmets, metal breastplates, metal shields, and wield metal weapons. Hazekillers exist SPECIFICALLY to replace regular soldiers when fighting Allomancers. We even have quotes from various Allomancers, including Kelsier's teacher, that becoming proficient in Allomancy will allow you to kill men with their own weapons, and crush them in their own armor. So no, they're equipment is not "less suitable to deal with traditional weapons," because their equipment IS traditional armor and weaponry. Hazekillers aren't as good, yes, but they are a miniscule part of the Scadrien armed forces.
  12. "Newly created Koloss..." Well, that's kinda wrong. They still have the natural armor that larger Koloss have, since they literally use the same skin. The effect is even heightened because of the slick and tangling folds the overlarge skin will have. They also still have greatly enhanced strength, seeing as how they use the same weaponry. "They don't seem..." Elend picked a small one because he thought he had no chance against an older one. He also surprised it, it wasn't enraged or ready for battle. If I remember right, it also still fought back, not enraged and mortally wounded. Reach wise, new Koloss only have slightly shorter reach, and wield significantly larger weapons, overcoming that discrepancy. Assuming Alethi short-spears are the same lengths as Hoplite spears (around 7 feet) and assuming that they wield them in the same fashion (spear held just below the center of mass), they have their arms + 3.5 to 4 feet of reach. Koloss have their arms + 5-6 feet of club/sword, or longer reach. Koloss don't really obey typical war convention with regards to reasonable weapon size. Their strong enough that they don't care. Pikes and Polearms, making the jump to Alethi using Phalangite tactics rather than Hoplite tactics, would have more reach than the Koloss, I concede that. The issue is that an enraged Koloss, unless the spearhead hits something REALLY vital, like nerve control, are not going to stop their charge. Even young Koloss have more mass than humans, and that charge isn't going to stop once they hit the spear point. "And Koloss replenishment..." It doesn't matter? If the war drags on, even 10% recouped losses will turn into a sizable numerical advantage for Scadrial. I also wouldn't say that "shock and awe" is vital to the Scadrien strategy, just very helpful. Even after Alethi are accustomed to the appearance of Koloss on the battlefield, Koloss remain stronger, faster, and more hardy than ordinary humans. They recover from wounds quickly, need no supply lines, and don't have the same morale issues as normal troops. They are unfailingly loyal to their controllers, and obey their orders as best as they can. "Once they know..." Back to my previous post about the battle between the Senones Gauls and Rome in 390, it took the Roman army decades to reform their army to counter Gallic tactics, and it was adapt or lose for them. The Senones sacked and occupied Rome for six months before being forced home by disease, not a great comeback by the Roman army. Hoplite phalanxes are wholly ineffective against armies that fight the way the Gauls/Koloss do. Admittedly, phalangite phalanxes fare better because of their more independent nature, but they are exactly like hoplite phalanxes in that they also are wholly inept at fighting forces from the side or rear, and Koloss tend to swarm, not rigidly attack from the front. The formation you are referring to is called a pike block, and was used by medieval pikemen as a defense against cavalry. Do we ever see the Alethi use pike blocks, or just standard phalangite/hoplite formations? "And a lot of pikes..." And how prevalent are long-spears in Alethi armies? How long are they? Are they 10-foot medieval pikes or 20 foot sarissa? I'm gonna start rereading WoK for some more information on this. And as Asterion mentioned, not all of Roshar use Alethi tactics or are as disciplined as Alethi. According to the estimates I've read in this thread, there could be around 150k Alethi soldiers marshaled, 200k at a stretch. There's already a quarter-million Koloss at least, not to mention their ability to recoup losses.
  13. Ah, I had forgotten that. Still, picking out the wounded/captured will replenish some Koloss losses, just not quite as overwhelmingly as my previous understanding.
  14. On one hand, the wide arc Koloss swords require limits them. On the other hand, that loose formation will allow them to wrap themselves around tightly-packed Alethi formations just as a natural result of their charge. Remember that phalanxes are TERRIBLE at fighting enemies that aren't directly in front of them. Wiki page of the battle, I have a book that discusses the battle more deeply if you wantdeeper descriptions: https://en.wikipedia.org/wiki/Battle_of_the_Allia#The_battle Some key points, the Roman Legio at this time was not the disciplined Cammillan or Imperial Legion. The Legio was made up of farmers who battled seasonally, as was the case with most of the Greek City-States, Sparta's dedicated soldiering class being the exception. Now, there's a couple points here about the Alethi army. The Alethi armies that are actually in Alethkar proper seem to be very similar to classical Greek/Roman hoplite armies in that they consist of seasonally levied peasants, though seasons being weird on Roshar I'm not sure how to describe it. While the Alethi forces on the Shattered Plains are obviously more experienced and professional, likely on par with the Spartans in comparison to their experience and discipline. While this means they likely won't have a massive chain-reaction rout and breaking of the line as was the case in the Battle of the Allia, phalanxes are still awful at fighting things that aren't in front of them. Most major triumphs you hear when talking about the phalanx restricted the ability of opponents to surround the phalanx from the sides and rear. The Koloss ignore most of these rules because of their size, ferocity, and general disregard for convention. Either way, I believe that Alethi formations would break after meeting Koloss charges. Even if they didn't all break immediately, and were fighting in a location that restricted movement and made outflanking the Alethi lines difficult, one break would spell catastrophe for the surrounding formations, and then when those break, the steady chain reaction of broken formations would seriously wound the Alethi army's ability to fight. Oh, and another thing I've only seen touched on once or twice in this thread. Even if the Koloss take massive casualties, as long as they don't overwhelmingly lose, they win. Each fallen Koloss can have their spikes transplanted into a wounded soldier, ally or enemy. A battle in which the Koloss lose half their number would turn into them only suffering 10% casualties from not being able to find spikes. This is a HUGE advantage. Being able to recoup population loss like that is massive.
  15. I'll need to reread some books in order to respond more fully to this, but people previously talked about the Alethi-style of warfare apparently being similar to the classical Hoplite Phalanx from around 700-400 BC. Not sure how accurate those statements were, I'll see for myself on reread, but I'll get into my knowledge of hoplite warfare. The pre-phalangite phalanx is not known for its maneuverability. In fact, Greek commanders rarely used maneuver beyond natural turns resulting from slanted formations and the tendency of phalanxes to drift right. Hoplite phalanxes also tended to be quite deep, typically at least 10 men deep, but only the first row (MAYBE the second row, if you stretch it) could fight, because of the length of the hoplite spear (7-8 feet long). This results in a lot of "wasted" manpower, and would result in the figures for Alethi armies being bloated with regards to how many soldiers would actually have an effect on the battlefield. The main purpose of the extra rows on the phalanx is argued. Some sources suggest that the deepness of the formation was used as part of the othismos, or massed shoving, where the phalanx's goal was essentially just to shove the opposing phalanx away. Other sources suggest that the phalanx was deep to improve morale and discipline, as some records show that experienced soldiers were stationed at the back and (typically right) side of the formation, rather than at the front. It's theorized that this was intended to keep the phalanx intact. Speaking of keeping phalanxes intact, phalanx battles were not actually that bloody compared to other styles of warfare. There were relatively few casualties during actual contact, most of the casualties were inflicted during one phalanx's rout. This means that once a phalanx breaks, heavy casualties ensue. We see this in the Roman phalanx in 390 BC, during the Gallic invasion of Rome. Once the Gallic warriors (prominently including Gaesaetae, if I remember right) met the Roman phalanx, they were able to quickly surround and break it despite not having particularly noteworthy command/battle tactics. Now to talk about Gallic warriors, I feel as though you will notice some similarities to warriors previously discussed in this thread. Gallic warriors were larger than Roman soldiers, with many Roman and Greek sources discussing their savagery and physical superiority to the average soldier in the Roman Legio. Most were relatively unarmored. Only Gallic knights and champions wore heavy armor, with the rest relying on broad, ovular shields and bronze helmets. The Gaesaetae, who I mentioned earlier, went into battle "uncovered," likely nude. Battle was an important part of Gallic culture, with tribes being in an almost perpetual state of low-intensity warfare and infrequent high-intensity conflicts. Besides their shields, Gauls used axes, spears, and long iron slashing swords, requiring that they fought in loose formation to ensure sufficient room. Now, I'm sure you all have seen the similarities I'm trying to draw here. "Uncovered," unarmored, physically larger, and relatively disorganized Gauls absolutely crushed the phalanx-reliant Legio and occupied Rome for six months. The phalanx, once broken, easily falls apart and is easily broken by sufficient numbers and ferocity. If Koloss are a substitute for Gauls, and the Roman phalanx a substitute for the Alethi phalanx, then in most circumstances I argue that Alethi phalanxes would break shortly after first contact. Pitched battle, after the phalanx breaks, would become disorganized infantry used to fighting in formation trying to retreat while harried by stronger and more ferocious opponents, mimicking history.