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Community
General Tabletop Discussion
*Dungeons & Dragons
Landholds, what do you want out of it?
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<blockquote data-quote="MechaPilot" data-source="post: 7185119" data-attributes="member: 82779"><p>Lots of good and interesting feedback. Thank you all for that. Let me take a moment to reply to a few posts and questions raised.</p><p></p><p></p><p></p><p>I had planned on taxes being an essential part of the system. The landholder will probably have taxes to pay to whomever allows them to hold the land, so it's worth knowing how much they can raise. Also, knowing how much additional wealth the landhold generates is important hiring people (and for general PC wealth purposes).</p><p></p><p>Regarding the costs of buildings and dungeons, while that's a little more detailed than I was going to include in the bare bones version, I can see it being a worthwhile addition to rules that can be layered onto the bare banes version.</p><p></p><p></p><p></p><p></p><p>Control of resources is definitely important. I'm thinking that resources + trade = wealth, so I can see a real need to know (at least in general terms) what a landhold's resources are.</p><p></p><p>And I would be more than happy to present my system here for others to use, or provide constructive criticism on, once I have something concrete to put up, that is.</p><p></p><p></p><p></p><p></p><p>Only two of my players know I'm working on this. I've asked them what they would like in a basic landhold system, but they're busy people as well (one is pursuing a PHD, the other is renovating his home), and they haven't had much time to consider it and get back to me yet.</p><p></p><p></p><p></p><p></p><p>I absolutely agree that who owns the land, what obligations the holder has to the owner (if not the same person), and the effects of factions in the area are important. That kind of stuff is not only reasonable, but it also helps create adventure hooks.</p><p></p><p></p><p></p><p></p><p>Thank you for delving into the resource aspect. That is an area where my system needs work, and I like the idea of having a few categories of resources. I'll probably use subcategories as well. I'm thinking of starting with two general categories: "natural resources" and "produced resources." Each of those categories will be broken down into more specific categories such as timber, minerals, wildlife, water, crops, craft goods, etc. I'm also thinking of a "luxury/extraordinary" tag that can be applied to resources which are extremely valuable because they're rare or magical; for example, the luxury tag would apply to minerals if they were precious metals or gemstones.</p><p></p><p></p><p></p><p></p><p>I agree. However, part of the reason I'm designing this landhold system is for use with campaigns centered more around political and social intrigue than combat.</p><p></p><p></p><p></p><p></p><p>Some of that is a little more detailed than I want for the bare bones version, yes. However, I absolutely plan to allow the assets to be improved, and the settlements to grow larger. My assumption for the bare bones version would generally be that as a settlement gets larger, the businesses either grow with it, or more of them spring up to contribute to the wealth being generated by the landhold.</p><p></p><p></p><p></p><p></p><p>Oh, I absolutely have random tables. So far I have events tables that include invasion by a neighboring landhold, bandits hampering trade, natural disasters, monsters becoming a problem, the rise of new religious orders or political groups, NPC adventurers taking up residence in one of the landhold's settlements, discovery of new resources, etc.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7185119, member: 82779"] Lots of good and interesting feedback. Thank you all for that. Let me take a moment to reply to a few posts and questions raised. I had planned on taxes being an essential part of the system. The landholder will probably have taxes to pay to whomever allows them to hold the land, so it's worth knowing how much they can raise. Also, knowing how much additional wealth the landhold generates is important hiring people (and for general PC wealth purposes). Regarding the costs of buildings and dungeons, while that's a little more detailed than I was going to include in the bare bones version, I can see it being a worthwhile addition to rules that can be layered onto the bare banes version. Control of resources is definitely important. I'm thinking that resources + trade = wealth, so I can see a real need to know (at least in general terms) what a landhold's resources are. And I would be more than happy to present my system here for others to use, or provide constructive criticism on, once I have something concrete to put up, that is. Only two of my players know I'm working on this. I've asked them what they would like in a basic landhold system, but they're busy people as well (one is pursuing a PHD, the other is renovating his home), and they haven't had much time to consider it and get back to me yet. I absolutely agree that who owns the land, what obligations the holder has to the owner (if not the same person), and the effects of factions in the area are important. That kind of stuff is not only reasonable, but it also helps create adventure hooks. Thank you for delving into the resource aspect. That is an area where my system needs work, and I like the idea of having a few categories of resources. I'll probably use subcategories as well. I'm thinking of starting with two general categories: "natural resources" and "produced resources." Each of those categories will be broken down into more specific categories such as timber, minerals, wildlife, water, crops, craft goods, etc. I'm also thinking of a "luxury/extraordinary" tag that can be applied to resources which are extremely valuable because they're rare or magical; for example, the luxury tag would apply to minerals if they were precious metals or gemstones. I agree. However, part of the reason I'm designing this landhold system is for use with campaigns centered more around political and social intrigue than combat. Some of that is a little more detailed than I want for the bare bones version, yes. However, I absolutely plan to allow the assets to be improved, and the settlements to grow larger. My assumption for the bare bones version would generally be that as a settlement gets larger, the businesses either grow with it, or more of them spring up to contribute to the wealth being generated by the landhold. Oh, I absolutely have random tables. So far I have events tables that include invasion by a neighboring landhold, bandits hampering trade, natural disasters, monsters becoming a problem, the rise of new religious orders or political groups, NPC adventurers taking up residence in one of the landhold's settlements, discovery of new resources, etc. [/QUOTE]
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