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Best way to handle stronghold/domain rules
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<blockquote data-quote="Kerrick" data-source="post: 4734000" data-attributes="member: 4722"><p>Actually, once you hit name level, you build/acquire a stronghold and attract followers.</p><p></p><p></p><p>Ah, I see what you're saying. I like that idea. Maybe reduce the number of followers overall, but have them give benefits instead of just being followers that do nothing.</p><p></p><p></p><p>We're thinking along the same lines here. My suggestion would certainly have room for PC improvements - better equipment (the alchemical equipment in the dungeon), expansions (new rooms/towers/whatnot), etc. The lost ducal stronghold you mentioned would be the second case - where they find a prebuilt stronghold and take it over. It would likely cost the PC(s) some money to refurbish it, but not as much as it would to build a new one. The downside to this is that it might not be perfectly suited to their purposes - if a mage wanted to use it, for instance, he might not have a room big enough for summoning or secure enough for magical experimentation (spell research) or whatever, and thus he wouldn't have as good a bonus as he would otherwise.</p><p></p><p>This, of course, is predicated on the idea that a character can "buy" add-ons for his stronghold: alchemy lab, summoning room, library, training room, whatever. So, the mage who takes over the ducal keep could move in, refurbish, and then later add on a tower with space for his alchemy equipment(which he fortuitously finds in a dungeon somewhere). The way I was thinking of doing this is to have maybe three grades (basic, average, advanced, e.g.) for each add-on; each grade grants a better bonus or enables better skill checks. For example, a basic library would enable someone to do reasearch on questions up to DC 15; an average one, 20, and an advanced one 25.</p><p></p><p>You coulid also use this system for hirelings/followers. Want better research bonuses? Hire a sage. Want good weapons? Build a forge and hire a blacksmith.</p><p></p><p></p><p>Exactly! Let them find a use for all that junk they find, besides selling it. I think it would be really fun to find something in a dungeon and say "Wow, this would look really good in the front hall of our keep, don't you think?" <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Kerrick, post: 4734000, member: 4722"] Actually, once you hit name level, you build/acquire a stronghold and attract followers. Ah, I see what you're saying. I like that idea. Maybe reduce the number of followers overall, but have them give benefits instead of just being followers that do nothing. We're thinking along the same lines here. My suggestion would certainly have room for PC improvements - better equipment (the alchemical equipment in the dungeon), expansions (new rooms/towers/whatnot), etc. The lost ducal stronghold you mentioned would be the second case - where they find a prebuilt stronghold and take it over. It would likely cost the PC(s) some money to refurbish it, but not as much as it would to build a new one. The downside to this is that it might not be perfectly suited to their purposes - if a mage wanted to use it, for instance, he might not have a room big enough for summoning or secure enough for magical experimentation (spell research) or whatever, and thus he wouldn't have as good a bonus as he would otherwise. This, of course, is predicated on the idea that a character can "buy" add-ons for his stronghold: alchemy lab, summoning room, library, training room, whatever. So, the mage who takes over the ducal keep could move in, refurbish, and then later add on a tower with space for his alchemy equipment(which he fortuitously finds in a dungeon somewhere). The way I was thinking of doing this is to have maybe three grades (basic, average, advanced, e.g.) for each add-on; each grade grants a better bonus or enables better skill checks. For example, a basic library would enable someone to do reasearch on questions up to DC 15; an average one, 20, and an advanced one 25. You coulid also use this system for hirelings/followers. Want better research bonuses? Hire a sage. Want good weapons? Build a forge and hire a blacksmith. Exactly! Let them find a use for all that junk they find, besides selling it. I think it would be really fun to find something in a dungeon and say "Wow, this would look really good in the front hall of our keep, don't you think?" :D [/QUOTE]
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