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Dungeon Master's Guide Bastion System Lets You Build A Stronghold
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<blockquote data-quote="Sulicius" data-source="post: 9477719" data-attributes="member: 6896569"><p>That's what I actually like about the hirelings. They don't have to be anything. The play test rules do tell the player to make them with the same tools a DM makes NPC's.</p><p></p><p>Making 20 options of hirelings sounds like a total pain and a huge timesink for a DM.</p><p></p><p>I just told my players they could make their own, and decide whether or not they wanted to role play them. The opted to let me RP those hirelings, and I gave them basic stat blocks just in case.</p><p></p><p>The design goal is clear: they want to give us the most light-weight home base system that doesn't overwhelm the campaign.</p><p></p><p>But I my current campaign? We fleshed them all out and they often have little B-plot issues that need resolving. It's been a blast. It is exactly because it is so bare boned that we could change things to our whims without having to worry about the mechanics.</p></blockquote><p></p>
[QUOTE="Sulicius, post: 9477719, member: 6896569"] That's what I actually like about the hirelings. They don't have to be anything. The play test rules do tell the player to make them with the same tools a DM makes NPC's. Making 20 options of hirelings sounds like a total pain and a huge timesink for a DM. I just told my players they could make their own, and decide whether or not they wanted to role play them. The opted to let me RP those hirelings, and I gave them basic stat blocks just in case. The design goal is clear: they want to give us the most light-weight home base system that doesn't overwhelm the campaign. But I my current campaign? We fleshed them all out and they often have little B-plot issues that need resolving. It's been a blast. It is exactly because it is so bare boned that we could change things to our whims without having to worry about the mechanics. [/QUOTE]
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Dungeon Master's Guide Bastion System Lets You Build A Stronghold
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