Does it make sense that people would build castles in a DnD world? If your answer is no, what changes do you think should be made to restore the castle as a sensible style of fortification?
What I would be looking for would be the least amount of change - castles should look and act as close to real historical castles as possible. The DnD magic system should work as close to it's original conception as possible. Etc.
Castles in medieval Europe started out as piles of dirt and wood. As vulnerabilities to fire and axe became apparent, construction moved to stone. As square stone towers became susceptible to mining, round stone towers developed. It seems that as a castle's vulnerabilities were discovered, new methods were developed to counter them. Can the same be done in DnD?
Here's a list of possible changes (or codification of things I already do IMC):
1. Lower the cost - assume magic plays a role in key areas to accomplish this. Perhaps 30,000 gp for a shell keep, up to 250,000 gp for a large castle.
2. Develop special materials, as suggested by others on another post:
a. lead shielding for certain key rooms to protect against scrying and teleport. Create house rule that 80% shielding is sufficient.
b. Gorgonsblood mortar. What is it's power? As I recall from an earlier edition this would protect vs. etherealness. Should there be an equivalent mortar to ward against earth-based spells? Spell resistance?
3. A mostly stone construction, specially treated wood, roofs of clay - would those be sufficient to protect against fireballs?
4. Castle chaplain - mid level cleric with responsibility for glyphs of warding and other wards.
5. Specially trained hounds to detect invisible creatures? Squeaking floorboards (were these called nightingale floors in Asia?) that reveal invisible. Barrel of soot/chalk available in all guard rooms? Tapestries/doors sufficient?
6. Other spells and magic items that would help in key areas - gravity spheres against flying? Special glyphs against glamer?
Is this a lost cause?
What I would be looking for would be the least amount of change - castles should look and act as close to real historical castles as possible. The DnD magic system should work as close to it's original conception as possible. Etc.
Castles in medieval Europe started out as piles of dirt and wood. As vulnerabilities to fire and axe became apparent, construction moved to stone. As square stone towers became susceptible to mining, round stone towers developed. It seems that as a castle's vulnerabilities were discovered, new methods were developed to counter them. Can the same be done in DnD?
Here's a list of possible changes (or codification of things I already do IMC):
1. Lower the cost - assume magic plays a role in key areas to accomplish this. Perhaps 30,000 gp for a shell keep, up to 250,000 gp for a large castle.
2. Develop special materials, as suggested by others on another post:
a. lead shielding for certain key rooms to protect against scrying and teleport. Create house rule that 80% shielding is sufficient.
b. Gorgonsblood mortar. What is it's power? As I recall from an earlier edition this would protect vs. etherealness. Should there be an equivalent mortar to ward against earth-based spells? Spell resistance?
3. A mostly stone construction, specially treated wood, roofs of clay - would those be sufficient to protect against fireballs?
4. Castle chaplain - mid level cleric with responsibility for glyphs of warding and other wards.
5. Specially trained hounds to detect invisible creatures? Squeaking floorboards (were these called nightingale floors in Asia?) that reveal invisible. Barrel of soot/chalk available in all guard rooms? Tapestries/doors sufficient?
6. Other spells and magic items that would help in key areas - gravity spheres against flying? Special glyphs against glamer?
Is this a lost cause?