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D&D Blog - Kings and Castles
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<blockquote data-quote="Khaalis" data-source="post: 5830428" data-attributes="member: 2167"><p>Eh... not necessarily. The more I think on this, I think he might be on to something here. Think back to the old versions. In those days there were still the core pillars, but the whole "stronghold/followers" thing was still a part of class leveling. If this was done correctly, the 4th "Pillar" COULD be built in such a way as not to be a true focal pillar, but an augmentation pillar, much the way the core 3 already are augmentations, not individuals.</p><p></p><p>For instance, a ranger spreads pretty evenly over Combat and Exploration, with some Social in the right circumstance. What would prevent them from also being able to have some play into the "Dominion" pillar as well?</p><p></p><p>Being a "modular" pillar allows the individual game to decide if that system will be a part of the game or not, which is great for those who do or don't want it. Additionally, it can be easily tacked onto the existing class builds without any need to actually tamper with the class. The abilities that would be acquired through turning on this 4th pillar would purely be for the building blocks of using that part of the game - basically the actual Stronghold and Followers rules. It would then set forth HOW the other 3 pillars fit in.</p><p></p><p>For instance... rules on how the Social skills interact at the "Dominion" level, such as how to persuade factions, haggle treaties, etc. In the same way, Combat would overlay into warfare and protection of the dominion. That doesn't also mean you still can't go out and say personally slay that dragon that decided your home was a nice hunting ground, so it doesn't step on the Combat pillar. As for the Exploration.... again - thats a key part of building your Stronghold in the first place. There could easily be rules on how your skills in this Pillar affect how easy/difficult your stronghold building skills are etc.</p><p></p><p>So yeah, I think Monoka might be onto a pretty solid starting idea here.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 5830428, member: 2167"] Eh... not necessarily. The more I think on this, I think he might be on to something here. Think back to the old versions. In those days there were still the core pillars, but the whole "stronghold/followers" thing was still a part of class leveling. If this was done correctly, the 4th "Pillar" COULD be built in such a way as not to be a true focal pillar, but an augmentation pillar, much the way the core 3 already are augmentations, not individuals. For instance, a ranger spreads pretty evenly over Combat and Exploration, with some Social in the right circumstance. What would prevent them from also being able to have some play into the "Dominion" pillar as well? Being a "modular" pillar allows the individual game to decide if that system will be a part of the game or not, which is great for those who do or don't want it. Additionally, it can be easily tacked onto the existing class builds without any need to actually tamper with the class. The abilities that would be acquired through turning on this 4th pillar would purely be for the building blocks of using that part of the game - basically the actual Stronghold and Followers rules. It would then set forth HOW the other 3 pillars fit in. For instance... rules on how the Social skills interact at the "Dominion" level, such as how to persuade factions, haggle treaties, etc. In the same way, Combat would overlay into warfare and protection of the dominion. That doesn't also mean you still can't go out and say personally slay that dragon that decided your home was a nice hunting ground, so it doesn't step on the Combat pillar. As for the Exploration.... again - thats a key part of building your Stronghold in the first place. There could easily be rules on how your skills in this Pillar affect how easy/difficult your stronghold building skills are etc. So yeah, I think Monoka might be onto a pretty solid starting idea here. [/QUOTE]
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