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General Tabletop Discussion
D&D Older Editions
Strongholds, Followers, and Domains in 4e
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<blockquote data-quote="ferratus" data-source="post: 4737723" data-attributes="member: 55966"><p>I've been wrestling about how to handle taxation and the possibilities of human capital. Should an adventuring party be able to raise soldiers? I would answer yes, and assume that if you take them on an adventure you lose power </p><p></p><p></p><p></p><p></p><p>The money part is what really worried me. The 3e "stronghold builder's guide's" solution was to provide free gold with a "landlord" feat which allowed you gold solely for the purpose of building strongholds. However, this wouldn't work for my purposes, since my stronghold components grant player abilities. I considered taking treasure parcels and calling that the income a stronghold is providing, but that seemed to be taking away rather than adding. I also considered having treasure be given and taken away with "boons" and "crisis" events, but that seemed like it would frustrate those looking to get ahead.</p><p></p><p>I think instead I will introduce a system of "realm points" that allow characters to do things like take extra domain actions, improve loyalty or morale, improve an asset, increase your population, or gain new followers. You gain realm points when you solve a crisis, invest in your stronghold domain, throw festivals, or gain a level. </p><p></p><p>You get the sense of your domain growing, but rather than rewarding you it simply opens up more options for you to purchase. So with enough realm points you upgrade the stronghold, and suddenly you get more fantastical features that can be put in that stronghold. For example, Fergul the Conjurer destroys a kobold invasion of his realm, gaining enough realm points to upgrade his stronghold tower. Now he can purchase more powerful stronghold rooms or site-based magical effects that his old stronghold couldn't accomodate.</p><p></p><p></p><p></p><p>That's really what I'm hoping everyone will get. In 3e, nobody really learned the names of any of their followers except for the one that was 1 level lower than the player and served as the player's sidekick. I'm hoping if that the stronghold and its rooms are treasure, they won't want to leave it unguarded and will appreciate what their followers will do for them when they aren't around (like fight off the occassional monster incursion!)</p><p></p><p> </p><p></p><p>I was doing the types of strongholds that would match by various classes, but I think you're right it would be better to do it by power source instead. The primal domain could be "wilderness" domain, so the four types of domains would be "Guild", "Fief", "Wilderness" and "Faith". Wilderness could be distinguished by the fact that it would lack a settlement or certain types of strongholds.</p><p></p><p>I think you're right too that I shouldn't make domains any bigger than the stronghold, one settlement and 1-4 "assets" (mines, shipyard, halfling caravanserai etc.). That would pretty much restrict the types of things people would try to do with their holdings to local matters rather than playing kings and castles. I could see an expansion though where ruling a realm is the main story in the campaign rather than the sideline, and you would stitch these various domains and strongholds into a kingdom. Then you bring in rules for espionage, raising troops, conquering domains etc.</p></blockquote><p></p>
[QUOTE="ferratus, post: 4737723, member: 55966"] I've been wrestling about how to handle taxation and the possibilities of human capital. Should an adventuring party be able to raise soldiers? I would answer yes, and assume that if you take them on an adventure you lose power The money part is what really worried me. The 3e "stronghold builder's guide's" solution was to provide free gold with a "landlord" feat which allowed you gold solely for the purpose of building strongholds. However, this wouldn't work for my purposes, since my stronghold components grant player abilities. I considered taking treasure parcels and calling that the income a stronghold is providing, but that seemed to be taking away rather than adding. I also considered having treasure be given and taken away with "boons" and "crisis" events, but that seemed like it would frustrate those looking to get ahead. I think instead I will introduce a system of "realm points" that allow characters to do things like take extra domain actions, improve loyalty or morale, improve an asset, increase your population, or gain new followers. You gain realm points when you solve a crisis, invest in your stronghold domain, throw festivals, or gain a level. You get the sense of your domain growing, but rather than rewarding you it simply opens up more options for you to purchase. So with enough realm points you upgrade the stronghold, and suddenly you get more fantastical features that can be put in that stronghold. For example, Fergul the Conjurer destroys a kobold invasion of his realm, gaining enough realm points to upgrade his stronghold tower. Now he can purchase more powerful stronghold rooms or site-based magical effects that his old stronghold couldn't accomodate. That's really what I'm hoping everyone will get. In 3e, nobody really learned the names of any of their followers except for the one that was 1 level lower than the player and served as the player's sidekick. I'm hoping if that the stronghold and its rooms are treasure, they won't want to leave it unguarded and will appreciate what their followers will do for them when they aren't around (like fight off the occassional monster incursion!) I was doing the types of strongholds that would match by various classes, but I think you're right it would be better to do it by power source instead. The primal domain could be "wilderness" domain, so the four types of domains would be "Guild", "Fief", "Wilderness" and "Faith". Wilderness could be distinguished by the fact that it would lack a settlement or certain types of strongholds. I think you're right too that I shouldn't make domains any bigger than the stronghold, one settlement and 1-4 "assets" (mines, shipyard, halfling caravanserai etc.). That would pretty much restrict the types of things people would try to do with their holdings to local matters rather than playing kings and castles. I could see an expansion though where ruling a realm is the main story in the campaign rather than the sideline, and you would stitch these various domains and strongholds into a kingdom. Then you bring in rules for espionage, raising troops, conquering domains etc. [/QUOTE]
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