D&D 5E (2014) Dwellings and magic item crafting as class features

Any thoughts?

One thing GURPS taught me is that you can't pay too much attention to ensuring a mechanical balance to in game world events. The problem I observed in GURPS was that players were presented with two choices. They either could do little or nothing to advance in game world resources, and then spend out of game world resources to buy them. Or, they could make collecting in game world resources a focus of play, and then present the GM with a dilemma - either reward the player for good RP by giving them character building points for free or else deny them access to something their character appears to have earned until they saved up the metagame resources to purchase it.

After a while, I resolved to award or subtract points for in game resources on the basis of whether the player's play deserved it. If a character acquired a new ally, new contact, fame, greater wealth, status, military rank or new ward, I wouldn't let the rules overrule that. Story came first. But this raises at least two big problems. First, why ever spend points on resources instead of character building when you acquire both XP and resources through play? But more to the point, why bother tracking those points at all? After starting the game, it certainly wasn't for balance.

The fact that you gained followers if you built a castle in 1e struck me as being much the same sort of problem. Whether or not a person has followers ought to depend more on how he is known, than what is written on the character sheet. Nothing magical happens in the community when you cross a certain level. The magic happens because of your fame, reputation, relationships and show of power. The important point isn't your level, but whether you are a 'somebody'. If you build a castle, perhaps someone might come to serve you, but there is no mechanical requirement that they do. Similarly, I did away with the Leadership feat in 3e.
 

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And what to do if a player took 2h ans more mapping her castle... and my story is set at the other side of the world ?

Or there is competition between 2 pcs estates ?
 

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PC layer actions. That should be a thing.

One thought is that you could just inverse the bonuses. Rather then an ability giving you a house, you could have the ability give you an advantage on any charisma checks you make inside any house you own. Like how a fighter doesn't get a sword as a class feature, they just get new cool things to do with a sword.

Another thought is wizards learn spells. Is a wizard learning a new spell really all that different then a crafter crafting a new item.
These are EXCELLENT ideas! Most excellent!
 


And what to do if a player took 2h ans more mapping her castle... and my story is set at the other side of the world ?

Or there is competition between 2 pcs estates ?

Most of the time, the adventures will not take place at anyone's estate. Leading up to having one, PC's are living in inns or homes, and the adventures usually don't take place there. Having a fleshed-out estate, even on the opposite side of the world which may never see play, is still 100% useful because it is made to be where the player imagines his or her character when at home. Where do your characters retire or settle down? Building a home is great.

Even if all the PC's live in the same city, when they go on adventures, they band together and face them as a team. Once in a while, the action might come to one of their homes, but unless they live together say in a castle, this will be rare.
 

still 100% useful because it is made to be where the player imagines his or her character when at home.

So true! But will anyone burn a feat to get such a hypothetical benefit ? Unless you give a free feat to every player at a given level, with, say, a choice between:

- charisma bonus at home, spells and traps added to the estate, etc as discussed earlier on this thread.
or

"utility" feats features, I mean some feats with the +1 ability increase, but without the +1: perfect memory, read lips, cipher scripts, etc- flavorful but not combat-wise...

or

assistants to craft items at home so there is always magic items available for the DMG price available back home ?
 
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So true! But will anyone burn a feat to get such a hypothetical benefit ? Unless you give a free feat to every player at a given level, with, say, a choice between:

- charisma bonus at home, spells and traps added to the estate, etc as discussed earlier on this thread.
or

"utility" feats features, I mean some feats with the +1 ability increase, but without the +1: perfect memory, read lips, cipher scripts, etc- flavorful but not combat-wise...

or

assistants to craft items at home so there is always magic items available for the DMG price available back home ?

No one should have to. It would be like saying everyone can't gain fame or spend their money how they wish. Feats should stick to amazing actions they let characters take on their adventures, things which demonstrate extraordinary physical ability.
 

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Hell, of the dozen or so games I've had rise to name level & up over the last (goodness, is it really? 2015-1981=) 24 years, only two have actually had PCs settle down and build settlements. And in neither case was it really their idea. Most of my players see it as a punishment in D&D/AD&D...

Uhm, it gets worse than that. It's 34 years. :p
 

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