Fields of Blood: The Book of War

Fields of Blood: The Book of War provides everything you need to rule a nation, raise an army, and assault your enemies on the battlefield. With rules governing anything from small keeps to vast nations, your character can now be a hero both in the dungeon and on the battlefield.

Fields of Blood: The Book of War is totally scalable to suit your campaign.

Inside you will find:
-A complete set of detailed wargame rules based on the d20 system mechanic to resolve combat at any scale.
-Rules for leading troops. Anything from a small squad of men to an army of thousands!
-Rules for governing. Everything from the cost of building and maintaining a small keep, to taxing a nation of millions.
-Rules for NPC nations allowing GMs to run several dozen opposing realms at a time.
-Leadership rules for every class, using your characters strengths to lead an army.
-Rules for using miniatures, or tracking the battles on a simple map.
-New prestige classes for every character type, designed for use with this system.

Fields of Blood: The Book of War is the ultimate addition for characters and GMs alike. Your campaign will never be the same!
 

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Fields of Blood has a split focus. The first part is creating and managing realms. The second part is war. There are little bits here and there that you can customize, and sections here and there on how to integrate the book into your campaign. This has been a highly anticipated book with discussion already happening on the boards. Board Comments and Comparison Review

How does it do?

It does a good job of providing a quick and manageable system for realm maintenance and a good job of providing combat options for those who want war.

Realms are broken up into hexes. Each hex is 12 miles. Each hex generates resources. Resources can be added to with good old gold as well. Resources are spent on various things like upkeep, raising armies, creating guilds, and other good stuff. A lot of this is customizable. For example, you can start a thieves guild as a gang and work them up to a cartel. You can have mines and fishing fleets, and you can have castles and citadels. In many ways, it reminds me of Warlords or older turn based games as there are seasons which allow you to take actions and to endure random events.

This is all rules material and thankfully, the author has realized that one of the best ways to illustrate how the rules work is through example. He uses Elbion, a rather small, at least as far as some settings like Greyhawk, Forgotten Realms and Scarred Lands go, to illustrated how to hex out an area, what resources are gained from which provinces, how to note the terrain, how to get total production numbers, and how to keep track of upkeep. These sheets are already available as a download on the Eden site, so they're doing good work.

Just like a good turn based game, you can issue orders. These orders are doled out once a week for thirteen weeks, constituting a season. Certain weeks, one and thirteen, have special things that can be done, but most of them can be done on any week. For example, martial actions and roleplaying are done each week. Each season has a potential random event to spice things up.

There are numerous variables that the regent can control. For instance, how much tax will he inflict on his people? What size army will he keep in his lands? What type of governing style does he use? What type of people does he rule over? These questions allow the regent and GM to quickly customize the lands so that no two rulers have to be alike.

The different types of actions are broken up into regent, realm, martial, each one either a full-season, standard or free, each one with it's own cost, and each one with a separate effect on the game. For example, a regent can assign generals, a free type of action, with no cost, with the effect of a 'high-powered NPC' being assigned to the army. On the other hand, you can improve a guild, and increase it's potency for your setting. I like this option as it makes places more magical and lends them more of an air than, “Yeah, it's the White City. What about it?” One aspect of this that went beyond standards if Realm Blessings. Based on sacrifice and the domains in the Player's Handbook, the realm gains special benefits. For example, with Healing, the regent gets a bonus when recovering units after a battle and all healing spells gain one caster level. Good stuff eh?

Now that you've got a realm, you need something to hold it with. That's where the units come in. These units are large, roughly one hundred individuals. More powerful entities require less numbers to make up a unit, and some powerful creatures like elder dragons or solars, can be a unit of one. Now one of the things that may discourage all high level characters from that is how units are handled.

See, it's not individual combat so popular heroes aren't killed when a unit falls. If you're the only thing in that unit though, it's a different story.

The units fall into two types, martial and special. Special units are those weird things that aren't normal troops. Orcs and ogres? They're martial. Mind Flayers and Beholders? Yup, special. There is a conversion process written out for them, and there are numerous examples in the appendix for all the special units, but I'd like to see all of the standard PHB races done up at various level increments since there is some effect on the unit itself. These units have general arm and armor, and if the book ever gets expanded, I'd love to see an optional table for specific weapons.

Many factors are taken into account for units like wound levels, generally two, morale, which can be effected based on race and combat events, how eaisly they take orders, saving throws, movement, and of one of the most important factors, cost. These troops can benefit from training, going from irregulars to regulars to elite, and then be modified by type, for example, light, medium or heavy. Almost like the sourcebook Warriors, they can be further customized with subtypes ranging from arhcers and mercenaries, to slayers and workers. For those not satisfied, they can give their units feats for resource points. Want a group of slayers that's incredibly brave and will not leave one another? Give them unbreakable and brave benefits.

The book allows a lot of customization. Perhaps too much. For example, in my campaign, most of the forces are smaller than 100 troops to a side, usually 40-80. I for example, would never need formations to group units together but for those that do, the information is here.

I said that the game reminds me of a turn based strategy game. In other ways, it reminds me of those old console role playing games where you wander through a field and when you encounter something, it's up close and personal. In this case, when units encounter each other in a hex, that hex is broken up into seven hexes with placement being determined at first by the better commander and then in turns. This allows you to be in a primary mountainous terrain and still have hills or even a river flowing through it.

Some things that I like are that it winks at the D&D rules by not having a wounded unit suffer any penalties. It notes that characters to not have any issues until they are basically dead and since not all of the unit is engaged in battle at once, it's not unrealistic to expect that the flow of combat allows fresh individuals to move forward as wounded ones move back.

Now unit combat is good and all, but players generally want more than a place in a unit. That's why there are new skills like command, and new feats that help characters lay siege to a town or gain skills as class skills as opposed to cross class skills. The prestige classes here are meant for unit combat. Even the living legion, a 'unit of one' so to say, is only for use in unit combat.

This spot could've been increased a little with some other inclusions. For example, while the warcrier, a master of large scale communication, is a good choice for a bard, what about a master spy capable of inflicting random events on an enemy's land with a bonus to the roll based on level? What about a core class based on the fighter with more skill points and more general skills? What about a necromancer who raises who units from the dead and puts them into combat?

These are missing but for those who want their barbarians to become hordemasters, their forceful fighters to become warlords and their mages to become battlefield magus, the options are here. Each one is a five level PrC, and most seem well balanced in a game using these rules. Without them, the classes are still potent, as most of the martial classes gain bonus feats and the spellcasters still gain some caster levels for spells but other prcs who don't sacrifice for these specifics relating to war, will outshine them. With that in mind, I wouldn't mind seeing some general notes for those not planning on using the book as whole. People on the boards know I enjoy the anime/manga Berserk. The living legion PrC is perfect for those using units. For those note though, this hundred man slayer PrC is a fighter with some abilities that can't be used. More utility for all game play would be great. Other things players use, like spells and magic items, are also covered with notes on how they integrate with units and unit combat.

Ironically enough, one thing I thought this book did better than the Event Book by Malhavok is campaign integration. Through the whole book, there are notes on how to role play out different aspects of what's going on in general in the kingdom. Chapter Eight gives you a lot of options in how to use all of these details from converting a standard world in use for Fields of Blood play, to starting a new campaign from the ground up with the players going to outpost colonies as regents. Color me nostalgic, but I couldn't help but think of the old Isles of Dread.

Now for those wondering what battle and realm magic are, they are unit based magic spells that have many similarities to standard spells. They have schools, levels, components, casting times and other standard uses, but generally effect a much larger area and can only be used in unit combat. Want an example? How about Soldiers of Steel, a 9th level wizard spell in the transformation (is that supposed to be transmutation?) that provides bonus to armor class, Toughness and Melee Power. Bad news is that the units can't cross marsh terrain or they sink. Might be something to cast on a unit of 100 trolls as they get ready to move from their swamp eh?

For realm spells, it's much simplier. There is a name, school, level, realm, effect, and duration. These can effect provinces and have lengthy ranges. One thing that was odd to me is that they give arcane it's own realm, but split up divine and druid. Why not a wizard and sorcerer realm to showcase the differences in styles or even a bardic realm?

While the book does have pages meant for copying, if you're reading this review, go to the Eden site and download the material. Easier than folding the old pages and trying to copy the goods.

One thing that didn't scale too well for me are units. The base unit is 100 commoners who go through some upgrades. The bad news is that some other units are also 100 creatures like trolls and minotaurs. The good news is that there are lots of examples and the GM can customize his standard or martial units to his own ideas. Still, the size of a unit is pretty large and those wishing smaller battles may want to do something like Cry Havok which can have 10 individuals to a unit.

Art is done by Dan Oropallo and Matt Morrow which gives the book an consistent feel. Fortunately the art is high quality and lends the book a high energy atmosphere. The cover reminds me of the old Mayfair boxed set, Blood and Steel, and is frantic with movement. The layout is solid two column. Only some of the grayed out boxes like that found on page 111, have darker borders which makes some of the text difficult to read. When dealing with spells and monster unit write ups, it switches to a three column lay out.

Editing for the most part is clear, but there are a couple of sections I had to go back and reread to insure that I understood what was being said. Most of the book is a solid 3.5 in rules set with only a few 3.0 mistakes, which aren't necessarily repeated through the book. For example, when talking about magic, one references call lighting as taking 10 minutes to cast, but in the actual spell description of call lightning, it's got the correct casting time.

The book is an excellent resource for those looking for more than war rules and for those looking for more rules in their war rules. The book offers more than some other supplements I've seen. Tthe different types of spells here, both realm and battle magic, as well as numerous prestige classes, and the examples of standard d20 fantasy material (monsters, spells and magic items),broken down for you, are all useful tools in making the book work for you.

If you need a book to handle realm management and war, look no further than Fields of Blood.
 

Welcome to my first review !

First, my biases. I love domain-level gaming, especially the Birthright style, so I come to this review with a mix of high expectations and predisposed to like the subject. Other than those, I have no biases; I am just a gaming consumer -- although I did get to help in the playtest of the Birthright computer game, if that matters to anyone.

Overall
Fields of Blood is better than Good, but not quite Superb. It is very strong on content, offering a good mix of options in a number of inter-related areas without spending too long on any one of them. Most importantly, I have not found any serious fractures in the systems (as I did with AEG's Empire and Mongoose Publishing's Book of Strongholds & Dynasties).

Content
Domain Rulership: The core of the book, this section sets the stage for the parts that follow. The early part of the book includes discussions about how culture and governing style affect the realm, which is an element missing from most of the other books of this type. A good range of domain actions, and a reasonable limit on how many may be conducted, is provided. It is nice that, while the Regent usually determines what the people do, the DM can over-rule some of the actions on behalf of the populace.

What is missing from the actions, however, is interactivity. The Espionage actions are the most telling examples; they amount to playing craps on a political scale. You pay the requisite fee to start (i.e., "place your bet"), then make 1 or more rolls of the dice. Results range widely, from no effect to wildly successful, and the consequences range as well ... from the enemy having no idea what just happened to knowing exactly what occurred and who made it happen. Sadly, though, there is almost nothing you can do to sway the odds. Only one type of Guild offers modifiers to these rolls, and there is only one feat offering any bonuses here. A system using opposed skill checks (allowing a rival (N)PC domain to "fight back"), for example, would have been appreciated.

What I would also have liked to see is more interaction between the Guilds and the ruler. The Guilds are generally treated as just another type of improvement to build; a system where they could compete for the ruler's favor and/or support or oppose individual projects would be more to my taste.

Resource Management: This section is well-developed, and offers players a variety of means to enhance the production in each land are they build on. One element that detracts here is that the provided record sheet is too small; most major settlements will need more than the one line given them on the form. In point of fact, most settlements probably will each need to have a small 3x5 record to cover the improvements made there.

Mass Combat: The unit definition rules are complex, if you are building soldier-type units. Most monsters convert directly from their D20 stats with some simple math, but soldiers have several options to work with, and it may take some time to get used to the system. Many monster units have been pre-statted in the appendix. This helps a bit in putting the more difficult conversions in easy reach, but it means that the soldiers of your realms are going to require some significant prep work before you can use them, as practically no "soldier" type units are provided "out of the box". However, the system gives you a high degree of customizability, so you can build practically any unit you need.

Troop movement is integrated with the domain descriptions and resource management rules. The types of hexes and their state (governed, explored, or wild) makes them more or less expensive to move through, representing the difficulty of supplying troops on the move.

The system is counter-based, reminiscent of the older Battlesystem game. Formations (blocks of units) have effects, both good and bad, on the units that make them up, the difficulty of getting units to act cohesively is demonstrated in the command rules, and there are a good range of commands (unit actions) that can be used. The "Alternate Fresh Units" action allows the owner to rotate the wounded out of the front lines and put the fresher units there, which is most useful with the Formations that can be created.

The inclusion of a "Quick resolution" system is welcome, as it gives options to those who do not wish to play out the battles fully.

Presentation
Style: Stylistically, the book works well. The elements are laid out in a step-by-step fashion. You have to understand how to describe a realm before you can talk about ruling it, which you need to do before you can talk about arming it, which in turn you need to understand before you can talk about taking it to war. However, this also tends to scatter some information; the upkeep costs of population centers are on a separate table from the production modifiers, and the build/upgrade prices are in a third table. One consolidated table would be helpful, especially if you have an existing game world to convert to these stats.

The tone is good, mostly matter of fact with a couple of sardonic asides to keep things light.

A long-running, linked series of examples show the content of each chapter at work. This is very helpful in putting everything in context; Strongholds & Dynasties offered examples, but none related to each other, and a lot of the impact was lost. Having a sustained example means that the system also gets a "reality check" as it is being written.

The liberal use of sidebars to explain why things have certain values, and what you can do to change them, makes the system adaptable. While many GMs would be likely to do so anyway, it helps to have some guidance on what some changes might affect.

Editing/Proofreading: This is somewhat of a weak area. There are several places where a sentence was clearly partially revised but not completed, resulting in extra words or missing words. Similarly, the conversion to the revised D&D seems rushed, as some things were updated in one place but not another (notably, the Call Lightning spell has the shorter revised casting time in the spell summary, but has the longer casting time in the text of the example of its use on the battlefield.

Value
At $30.00, the book feels a little flimsy. The paper is light, and covers curl easily. However, appearances can be deceiving; of 176 pages, 169 provide content and 4 more provide copyable sheets for use in the game. The artwork is generally well-done, but tastefully small -- most pages have at least 1 column of text.

Summing Up
Overall, Fields of Blood is the most comprehensive and stable of the recent "domain management" books. While there are places that could use some expansion, the core hangs together solidly enough that you can feel comfortable making changes on your own.
 

Thanks Joe! This is (hands down!) *THE* best and most helpful review of a product I have read. I'm still waiting on my copy to arrive, but until I read your review, I was worried the book would fall short of my expectations. By the sound of things though, Eden Studios hit it right on the head!

An excellent in-depth review! Thanks VERY much!
 

Joe

I read the FoB preview download and noticed that much of the material was OGC, but that the most important rules chapters - 3 & 5 IIRC - are not OGC. Is this relaxed at all in the beginnings of the chapters to allow any of the material within the chapter to be used as OGC?

What are your thoughts in general about the use of FoB as a de facto system for other gaming products?
 

Joe

I read the FoB preview download and noticed that much of the material was OGC, but that the most important rules chapters - 3 & 5 IIRC - are not OGC. Is this relaxed at all in the beginnings of the chapters to allow any of the material within the chapter to be used as OGC?

What are your thoughts in general about the use of FoB as a de facto system for other gaming products?
 

Using it as a de factor system? It's hard to say. Most books I've looked at haven't gone into this type of detail before. For example, Cry Havok, the system I used to use for war, covered units pretty well and even had material for large scale combat. This book also booasts more PrCs than Cry Havok and I thought integrated war and realm management better than Cry Havok. I like the way Cry Havok handles units better though and found it easier to make units of different types (non-hegmenous or something)? The complete lack of sample units of various types, unlike Empire and Fields of Blood though, was way too time consuming.

I know that Warcraft is supposed to be using Cry Havok as its published under the whole Sword and Sorcery Umbrella.

I like the way combat scales here though from one hex to seven, (and placement rules) and I like the realm management system. I agree that there is a lot of OGC here. Most of the book. For what isn't though, and I don't want this to sound stupid, but you can probably ask Eden's permission to use anything for a printed product and see what they say. I know many companies allow others to use their material but not to release it to the open. Necromancer Games and Monte Cook both fall under this umbrella in the past.
 

Great review. I've got both Cry Havok and Fields of Blood and both have really good aspects that will make it into my game. I was hoping either of these books would solve classic problems I've always had when integrating warfare into a campaign.
My problem with Fields of Blood and Cry Havok is in the tactical level of warfare. Specifically, individual PC vs Unit combat.
The problem with mass combat systems in the past has always been the abstraction of the 1 battle round =10 DnD rounds. My players ask why they cant act 10 times in a battle round if they are exposed to the equivalent of 10 Dn?D rounds of melee or ranged combat. I've always hated the "oh, you are too busy directing troops" answer.
I also wish both stuck to the D20 rules more when it came to combat resolution.
There were many other things in the book I liked a lot and it was definately a worthy buy. It just didn't solve my longstanding issues.
 

By Michael Daumen, Staff Reviewer d20 Magazine Rack

Initiative Round

Fields of Blood: The Book of War is a d20 system supplement published by Eden Studios. This softcover book of 176 pages (including several forms and a sheet of hex paper available to photocopy) has wraparound cover art by Kieran Yanner depicting a fierce battle scene with many kinds of creatures – an indication of its ambitious scope. Matt Colville and Doug Sun share writing credit, while Dan Oropallo and Matt Morrow provide the interior illustrations. While other books have previously approached the subject of war as a campaign event or in a generic fashion, this book combines rules for mass combat with a system for large-scale realm management that harkens back to Birthright. It is also available in pdf format from Drive Thru RPG.

The rules chapters of the book are united by an ongoing examination of a small kingdom whose newly-crowned ruler yearns for fresh conquest. This provides short fictional introductions to the first seven chapters as well as a universal example that can be followed throughout the book. The initial two chapters cover the definitions, rules, and options for controlling a realm. The “Realm Play” system handles seasonal turns in which players can collect resources, marshall troops, build improvements that assist their rule, and cast powerful realm magics that benefit entire regions. It balances resource management, which many players of computer strategy games will recognize, with plenty of opportunities to roleplay. Additionally, players and DMs can factor in race relations, government styles, terrain effects and population density.

One area which I found lacking was the relatively small selection of government and social types. It’s obvious that the authors tried to be both straightforward and universal, but this would have been a good place to explore exotic cultures that could be found in a fantasy world.

As detailed as the realm mechanics are, the sections on mass combat are even better. Wisely, it applies familiar concepts from tactical d20 combat to manageable blocks of creatures. These units share many of the features of individual characters, from saving throws to feats and combat bonuses. Units (which can be composed of PC races, monster races, or even a mix of the two) can be customized with a dizzying array of choices, from equipment to roles to mounts, all which contribute towards the unit’s performance in battle. A creature’s unique abilities like breath weapons and spell resistance are taken into account as well. Two important additions are Morale and Shock Factors, for facing and causing fear on the front lines.

Actual battles work very similarly to standard D&D combat. Units that take too much damage become inoperable – which may not necessarily mean death for PCs in the infantry, unless they challenge heroes in the other army! They have several movement and combat actions available, but for the more complex ones to succeed, a leader must be able to direct them with a Command Check. Special situations like aerial combat and sieges are covered, and of course there are plenty of opportunities for high-level characters to carry the day.

New rules for characters include feats specialized for rulership and battle, like spymaster and noble. The most important new skill is Command, which allows generals to control large amounts of troops when needed. Nine Prestige Classes are presented, with a good mix of spellcasters and warriors – although the emphasis is on wading into battle and not sneaking around the flank. Bards can take advantage of the Warcrier class, and there is a Mason class, but ultimately there are no good selections for rogues – which is a shame, since an actual Spymaster class would seem to be a good fit.

The last chapter provides guidelines for running a campaign focused on the material in Fields of Blood. It includes both mechanical examinations of what a GM needs to do, as well as considerations of the social effects of government types and habitiation. There is a section for players as well, offering suggestions for how characters of each base class can function as a regent. Given that most campaign advice chapters tend to ignore players, this is a nice addition.

Critical Hit
The authors have devoted much of the appendices to ready made conversions for over fifty types of monstrous units, from giants to beholders to outsiders. They also touch upon spells which can have effects on the battlefield, and have made all the necessary calculations to translate normal D&D effects into the mass combat system. The authors have taken care to include spells with specialized uses in battle – area spells like Forcecage and Sympathy, as well as unusual choices a crafty GM may overlook (such as Transmute Metal to Wood to weaken a unit’s arms). Powerful magic items, like Rods of Rulership and Spheres of Annihilation, are also mentioned in the same way (others, like Mattocks of the Titans and Chimes of Opening, are quite valuable in a siege). These sections show that the authors have truly spent a great deal of time contemplating the curves that D&D can throw on a battle.

Critical Fumble
Owing to the nature of heroes in combat, and the ability to manage entire kingdoms, this product is definitely aimed for high-powered campaigns. None of the spells are lower than 4th level, and there are quite a few 9th level. The realm magics considered “low level” are quite powerful and won’t be cast by the average character. DMs hoping to evoke a grunts-eye view of a conflict will have less to use. The other negative that bears mentioning is a steep price when compared with other softcover books of its size – at $30.00 it’s a bit expensive.

Coup de Grace
Of the available war-oriented supplements, Fields of Blood is the best thought out and weightiest. If used to its fullest, it will take a campaign in a new direction, as traditional quests and stories give way to the concerns a typical ruler has when managing his domains. If a campaign needs a change of pace (or even a shot in the arm), you could certainly do worse then staging an epic war with the material presented in this book.

Final Grade: B
 


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