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Best way to handle stronghold/domain rules
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<blockquote data-quote="Kerrick" data-source="post: 4732714" data-attributes="member: 4722"><p>I think this is a fantastic idea. I'd love to see something like this done for 3E/3.5, but I could easily adapt the rules for it myself. One minor quibble:</p><p></p><p></p><p>Those other 100 followers are effectively henchmen and hirelings - guardsmen, apprentices, servants, and whatnot. They're not really intended to come along on adventures.</p><p> </p><p></p><p>This reminds me a lot of player houses in Oblivion. I don't know if you play/are familiar with it, but a lot of player-made mods have things like alchemy rooms/stations (places where you can make potions, which often have automated ingredient sorters, chests for storage, etc.), training rooms for fighters, a room with pickable locks for thieves to train, etc.; many have some or all of these components, as players can advance in multiple paths at once, and the house is designed for a generic character instead of a mage, fighter, thief, or assassin-type.</p><p></p><p>Having the stronghold grant mechanical bonuses is a really cool idea - it's something more than "a place to store your stuff", which is what most houses in Oblivion end up being. </p><p></p><p>As far as developing/building the stronghold... I would say the player would have to choose a site and build something from scratch, or find something suitable and "fix it up" himself. The first option would cost a bit more, but enable greater customization (i.e. better bonuses and possibly easier advancement); the second, obviously, would be cheaper but more difficult to customize.</p><p></p><p>There should be some way to integrate this with the follower/henchman rules (I revised those for my 3.75 system, but I don't know how well they'd port over to 4E); maybe improvements to the followers (either more followers, or better ones) can result in improvements to the stronghold. Or, like you said, "level actions" (did you make that up?) related to Leadership, reputation, and character level - as you gain in status, you can do more with your domain. You can make it modular, so that groups who aren't really interested in running a domain can go off adventuring and let the followers "mind the store", while others interested in politics and intrigue can play at being a lord.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4732714, member: 4722"] I think this is a fantastic idea. I'd love to see something like this done for 3E/3.5, but I could easily adapt the rules for it myself. One minor quibble: Those other 100 followers are effectively henchmen and hirelings - guardsmen, apprentices, servants, and whatnot. They're not really intended to come along on adventures. This reminds me a lot of player houses in Oblivion. I don't know if you play/are familiar with it, but a lot of player-made mods have things like alchemy rooms/stations (places where you can make potions, which often have automated ingredient sorters, chests for storage, etc.), training rooms for fighters, a room with pickable locks for thieves to train, etc.; many have some or all of these components, as players can advance in multiple paths at once, and the house is designed for a generic character instead of a mage, fighter, thief, or assassin-type. Having the stronghold grant mechanical bonuses is a really cool idea - it's something more than "a place to store your stuff", which is what most houses in Oblivion end up being. As far as developing/building the stronghold... I would say the player would have to choose a site and build something from scratch, or find something suitable and "fix it up" himself. The first option would cost a bit more, but enable greater customization (i.e. better bonuses and possibly easier advancement); the second, obviously, would be cheaper but more difficult to customize. There should be some way to integrate this with the follower/henchman rules (I revised those for my 3.75 system, but I don't know how well they'd port over to 4E); maybe improvements to the followers (either more followers, or better ones) can result in improvements to the stronghold. Or, like you said, "level actions" (did you make that up?) related to Leadership, reputation, and character level - as you gain in status, you can do more with your domain. You can make it modular, so that groups who aren't really interested in running a domain can go off adventuring and let the followers "mind the store", while others interested in politics and intrigue can play at being a lord. [/QUOTE]
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