D&D General should we have domains back if so how?

MarkB

Legend
Fighters (and similar) would become manorial nobility (not strictly feudal, as feudalism is manorialism plus vassalage, but vassalage wasn't specifically part of the original domain rules AIUI), providing military protection and legal representation in return for taxes and levies.
Clerics would become the leader of a church to their deity (Druids would get a grove, but more or less the same deal), with associated duties and benefits.
Rogues would become the head of a thieves' guild in a city or township, with missions, dues, etc.
Wizards would acquire a wizard tower, from which they could take apprentices and do other forms of wizardy stuff.
Yeah, I can see how that's certainly divisive to party dynamics - tough to have all of those be (a) in the same location and (b) not at least somewhat in conflict with each other. And they're also far too much like full-time jobs to count as mere downtime activities. How do you justify everyone taking time out from their important leadership roles to strap on armour and go clear out a dungeon?

It seems like, if one were to do this at all, then the domain to be managed should be (a) something that arises naturally from the campaign, and (b) something chosen by the group as a whole, not completely different things for each character. You then find some specific roles within the broader domain for each character to look after.

If I were going to do something like this, I'd try to place a lot more emphasis on logistical issues like manpower, planning and transportation, and not on affordability. 5e doesn't really do anything to solve the fact that high-level play tends to break the economy, so in general the assumption should be that you're limited by how many things you can do at once, rather than by whether or not you can afford to do them. Keeping the gold-flow out of things also avoids having to deal with players going in the opposite direction and funnelling an entire region's taxes into their bags of holding.
 

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cbwjm

Seb-wejem
Strongholds and followers is pretty cool. It's been a while since I read it, but one of the things I recall is the extended rest of 1 week, a mechanic that lets you utilise a benefit from your stronghold before you need another extended rest back at your stronghold. Players can also combine their strongholds into a castle, so you might have a keep with a wizard's tower and a temple.

There was also a fairly simple mass combat system in it.
 

Mind of tempest

(he/him)advocate for 5e psionics
It's edited quite well and a massive book. Colville just has some very strong feelings related to previous editions. He kept those rather than make it read more like WotC.

It's different enough I didn't back Kingdoms and Warfare.

I'm still glad I got Strongholds
why be so prideful at the expence of the reader?
Yeah, I can see how that's certainly divisive to party dynamics - tough to have all of those be (a) in the same location and (b) not at least somewhat in conflict with each other. And they're also far too much like full-time jobs to count as mere downtime activities. How do you justify everyone taking time out from their important leadership roles to strap on armour and go clear out a dungeon?

It seems like, if one were to do this at all, then the domain to be managed should be (a) something that arises naturally from the campaign, and (b) something chosen by the group as a whole, not completely different things for each character. You then find some specific roles within the broader domain for each character to look after.

If I were going to do something like this, I'd try to place a lot more emphasis on logistical issues like manpower, planning and transportation, and not on affordability. 5e doesn't really do anything to solve the fact that high-level play tends to break the economy, so in general the assumption should be that you're limited by how many things you can do at once, rather than by whether or not you can afford to do them. Keeping the gold-flow out of things also avoids having to deal with players going in the opposite direction and funnelling an entire region's taxes into their bags of holding.
fair point but it will still need rules and ideas as most people find it hard to come up with a great idea on the spot and guidance is helpful.
 



bedir than

Full Moon Storyteller
to keep opinions on past editions ahead of the customer's ease of reading is foolish, I do not see how he could affect anything regardless of his opinions on older editions d&d.
The base game already has several things that go by "level." Adding another creates mild confusion and isn't harmful to the fans.

Saying this shows a lack of editors means that every D&D book ever hasn't had editors.

Strongholds & Followers is a decent to good book. It essentially launched Colville to the space where he could have a full time D&D company that produces a magazine and books. It's professionally done and his latter stuff is even better.

If you want domain play it's a solid purchase.

If Level Up spun off their domain stuff from their main books I would purchase it too.
 


to keep opinions on past editions ahead of the customer's ease of reading is foolish, I do not see how he could affect anything regardless of his opinions on older editions d&d.
Me thinks you guys are talking past each other.

Matt liked 4e and brings some 4e design philosophy to 5e. His $2million+ Flee Mortals Kickstarter is a reimagined MM with adding in some 4e monster design ideas, WotC is trying to do something similar with the ‘24 MM.
 

Mind of tempest

(he/him)advocate for 5e psionics
Me thinks you guys are talking past each other.

Matt liked 4e and brings some 4e design philosophy to 5e. His $2million+ Flee Mortals Kickstarter is a reimagined MM with adding in some 4e monster design ideas, WotC is trying to do something similar with the ‘24 MM.
your assessment of our conversation seems true.
any feelings on the broader topic?
 


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