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House buying through the Stronghold Builder's Guide
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<blockquote data-quote="Sigurd" data-source="post: 2246960" data-attributes="member: 19412"><p>Castles are not built for shelter but for control and economics. They rely on protecting relatively large numbers of troups where they can raise the most taxes. They don't really work in D&D but they're the best that we have.</p><p></p><p>Individual prowess & magic in D&D so outstrips the protection of stone & construction that there is no real security to a castle. In fact, standing proud at the top of the hill as the 'ruler' only makes you an easy target.</p><p></p><p>For the game to function you have to forget that virtually everyone with a half dozen class levels or more can defeat any simple building. Castles generate taxes at huge expense and administrative cost.</p><p></p><p>Strongholds express real wealth & allow you to store what you can't move. They create a place where people\factions\creatures can find you and you can hang out. This is or isn't a good thing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p></p><p></p><p></p><p></p><p>Personally, my players have always simply claimed a house or old stronghold & gone about making the 'inheritance' work with law and others. Money for land seems never apealed to my players. If they were to buy something it would usually split the party along racial lines -- eg the dwarf wouldn't want to live with the elves, and they werent really in one place long enough to benefit anyway.</p><p>Patrons usually have a dissused manor or building they can offer as shelter. Players might be 'making it safe' for several years.</p></blockquote><p></p>
[QUOTE="Sigurd, post: 2246960, member: 19412"] Castles are not built for shelter but for control and economics. They rely on protecting relatively large numbers of troups where they can raise the most taxes. They don't really work in D&D but they're the best that we have. Individual prowess & magic in D&D so outstrips the protection of stone & construction that there is no real security to a castle. In fact, standing proud at the top of the hill as the 'ruler' only makes you an easy target. For the game to function you have to forget that virtually everyone with a half dozen class levels or more can defeat any simple building. Castles generate taxes at huge expense and administrative cost. Strongholds express real wealth & allow you to store what you can't move. They create a place where people\factions\creatures can find you and you can hang out. This is or isn't a good thing :). Personally, my players have always simply claimed a house or old stronghold & gone about making the 'inheritance' work with law and others. Money for land seems never apealed to my players. If they were to buy something it would usually split the party along racial lines -- eg the dwarf wouldn't want to live with the elves, and they werent really in one place long enough to benefit anyway. Patrons usually have a dissused manor or building they can offer as shelter. Players might be 'making it safe' for several years. [/QUOTE]
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