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How do you handle party home bases (houses, strongholds, etc)?
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<blockquote data-quote="LordEntrails" data-source="post: 7993740" data-attributes="member: 6804070"><p>I don't mind mechanical benefits, but I don't like the way Strongholds & Followers make them class specific like it does. With Dragon Heist I modified what I read about S&F and some content on the DMsGuild. I basically worked with the players so they could each provide a room upgrade for various things. Like a shrine or an alchemist lab or a research library. Then we came up with benefits such as long rests give 2 temp HP (at 5th level, not a big deal, but a nice reward), inspiration for praying at the shrine, advantage on research checks, ability to craft poisons, advantage on one skill for checks for 24 hours, etc.</p><p></p><p>It hasn't made much mechanical difference to the game, but it has given the players an additional reason to call Waterdeep home.</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7993740, member: 6804070"] I don't mind mechanical benefits, but I don't like the way Strongholds & Followers make them class specific like it does. With Dragon Heist I modified what I read about S&F and some content on the DMsGuild. I basically worked with the players so they could each provide a room upgrade for various things. Like a shrine or an alchemist lab or a research library. Then we came up with benefits such as long rests give 2 temp HP (at 5th level, not a big deal, but a nice reward), inspiration for praying at the shrine, advantage on research checks, ability to craft poisons, advantage on one skill for checks for 24 hours, etc. It hasn't made much mechanical difference to the game, but it has given the players an additional reason to call Waterdeep home. [/QUOTE]
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How do you handle party home bases (houses, strongholds, etc)?
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