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General Tabletop Discussion
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Dwellings and magic item crafting as class features
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<blockquote data-quote="Li Shenron" data-source="post: 6490810" data-attributes="member: 1465"><p>I don't understand the OP's targets...</p><p></p><p>Do you want PCs to own castles/strongholds, but do you want these to provide some benefits to the action part of adventures (e.g. henchmen, magic items) or to the plot?</p><p></p><p>I think the idea at some point was to remove the "class X automatically gets a castle" simply because a lot of players weren't interested. Previously, my feeling was that a player could start figuring out what kind of benefit could come from that castle, or ignore it, as in "you get a castle for free, but it's up to you to make it work (or not use it at all)". In 3e the general gamers attitude was "if I'm not using it, I should get something else", which is why a lot of stuff got moved to feats.</p><p></p><p>Assuming all the players are interested, I think the easiest way is just to let them have a castle (or equivalent property) at some point. You don't need any special rule, other than deciding what time is most appropriate for the current campaign. If you want a more rules-based approach, choose a level, and optionally additional levels at which they may earn an "upgrade". But clearly if you fix the levels, they may be appropriate for one campaign and work horribly in another.</p><p></p><p>Similarly, you may standardize the benefits (e.g. number of henchmen provided, total worth of magic items created etc.) but again there is no baseline that I can think about which will work fine in every campaign.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6490810, member: 1465"] I don't understand the OP's targets... Do you want PCs to own castles/strongholds, but do you want these to provide some benefits to the action part of adventures (e.g. henchmen, magic items) or to the plot? I think the idea at some point was to remove the "class X automatically gets a castle" simply because a lot of players weren't interested. Previously, my feeling was that a player could start figuring out what kind of benefit could come from that castle, or ignore it, as in "you get a castle for free, but it's up to you to make it work (or not use it at all)". In 3e the general gamers attitude was "if I'm not using it, I should get something else", which is why a lot of stuff got moved to feats. Assuming all the players are interested, I think the easiest way is just to let them have a castle (or equivalent property) at some point. You don't need any special rule, other than deciding what time is most appropriate for the current campaign. If you want a more rules-based approach, choose a level, and optionally additional levels at which they may earn an "upgrade". But clearly if you fix the levels, they may be appropriate for one campaign and work horribly in another. Similarly, you may standardize the benefits (e.g. number of henchmen provided, total worth of magic items created etc.) but again there is no baseline that I can think about which will work fine in every campaign. [/QUOTE]
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Dwellings and magic item crafting as class features
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