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General Tabletop Discussion
D&D Older Editions
Strongholds, Followers, and Domains in 4e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4737202" data-attributes="member: 82106"><p>Right. I think basically it is up to the DM how much "paperwork" they want to do. If you have a castellan or something like that, then they basically take care of making sure you have the right number of peasants, etc. However even the "mundane" parts of a realm can act like "items" in a way. They can provide some money, give the PC a secure place where they can defend themselves, or even allow access to certain ritual like bonuses. </p><p></p><p>I would look at the cost vs profit part of it like an investment. You acquire a domain and build a stronghold, all of which eats up a whole bunch of the character's money. From then on if they get an income from it, then they aren't really ending up necessarily with "more treasure" than they should. Possibly in the long run it would make them enough money to make them more wealthy, but at the same time they are going to earn that profit because they will have to defend their domain, etc, which is basically further adventures. Adventures where the treasure is "you can continue to own your domain and make a profit from it".</p><p></p><p>Since the details are taken care of by your henchmen for the most part all the DM really has to do is consider that the domain pays for itself and disburse any profits above break-even as treasure. </p><p></p><p>Once you get into the more fantastical elements as you're talking about, then those things are exactly treasure, just like buying magic items. I do like it because it provides a lot of plot hooks for players. It is fine when the goblin invasion is a threat to the town and the PCs go out and sort the problem, but it gets a LOT more interesting when the goblin invasion is threatening to overrun the PCs domain! Now they're fighting to keep their own treasure! Of course they can also make more when they win. Some of it can be in the form of the people love them and the domain makes extra money.</p><p></p><p>In any case I see these things as a trade off for the players. They can subject themselves to more fiendish DM plots. In return they get a bit of money. The main thing is it should be balanced so that the PC with a domain isn't more important than the one who just wanders around the country slagging monsters for a living.</p><p></p><p>It seems to me one way to deal with domain types is to base them on power sources. So essentially the domain types become just Martial, Divine, Arcane, and Primal. Within each of those the exact form of the domain can be fairly abstract and described by the player within whatever bounds the DM wants to set. So a Martial domain is pretty much an estate or something similar, or it could be a guild or something like that. A Divine one could be a cult or an order of religious knights and their supporting lands, etc. An Arcane domain could be a wizard's school. A Primal domain could be a tribe of nomads or a forest full of elves. Each one could fall under the classification of fiefdom, following, or guild/business. That gives you your quick rules classifications for how they work.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4737202, member: 82106"] Right. I think basically it is up to the DM how much "paperwork" they want to do. If you have a castellan or something like that, then they basically take care of making sure you have the right number of peasants, etc. However even the "mundane" parts of a realm can act like "items" in a way. They can provide some money, give the PC a secure place where they can defend themselves, or even allow access to certain ritual like bonuses. I would look at the cost vs profit part of it like an investment. You acquire a domain and build a stronghold, all of which eats up a whole bunch of the character's money. From then on if they get an income from it, then they aren't really ending up necessarily with "more treasure" than they should. Possibly in the long run it would make them enough money to make them more wealthy, but at the same time they are going to earn that profit because they will have to defend their domain, etc, which is basically further adventures. Adventures where the treasure is "you can continue to own your domain and make a profit from it". Since the details are taken care of by your henchmen for the most part all the DM really has to do is consider that the domain pays for itself and disburse any profits above break-even as treasure. Once you get into the more fantastical elements as you're talking about, then those things are exactly treasure, just like buying magic items. I do like it because it provides a lot of plot hooks for players. It is fine when the goblin invasion is a threat to the town and the PCs go out and sort the problem, but it gets a LOT more interesting when the goblin invasion is threatening to overrun the PCs domain! Now they're fighting to keep their own treasure! Of course they can also make more when they win. Some of it can be in the form of the people love them and the domain makes extra money. In any case I see these things as a trade off for the players. They can subject themselves to more fiendish DM plots. In return they get a bit of money. The main thing is it should be balanced so that the PC with a domain isn't more important than the one who just wanders around the country slagging monsters for a living. It seems to me one way to deal with domain types is to base them on power sources. So essentially the domain types become just Martial, Divine, Arcane, and Primal. Within each of those the exact form of the domain can be fairly abstract and described by the player within whatever bounds the DM wants to set. So a Martial domain is pretty much an estate or something similar, or it could be a guild or something like that. A Divine one could be a cult or an order of religious knights and their supporting lands, etc. An Arcane domain could be a wizard's school. A Primal domain could be a tribe of nomads or a forest full of elves. Each one could fall under the classification of fiefdom, following, or guild/business. That gives you your quick rules classifications for how they work. [/QUOTE]
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