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*Dungeons & Dragons
Landholds, what do you want out of it?
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<blockquote data-quote="MechaPilot" data-source="post: 7185124" data-attributes="member: 82779"><p>I agree. I am looking to create something that does entail some recordkeeping, but isn't a huge chore, at least for the bare bones version. Adding more complexity should be simple if I choose to do so later.</p><p></p><p>I haven't figured out the exact mechanic yet, but I do plan for resources to be improvable. While my system is taking some influences from Civ V, I don't want to keep lists of buildings/improvements, their construction and upkeep costs, and the benefits of each. I like some of the ideas Civ V brings to the table, but I don't want this system to just be Civ V played out on paper.</p><p></p><p>Regarding important NPCs, since this is supposed to run alongside a political/courtly intrigue style of game, I would probably want those to be things handled during play instead of as part of the landhold system.</p><p></p><p></p><p></p><p></p><p>There definitely needs to be a complexity dial. I want the bare bones version to be fairly simple and unobtrusive. I want players and DMs to be able to use the bare bones version for downtime during more traditional action-adventure style campaigns, without feeling like they're pausing to play a boardgame for an evening instead of playing D&D.</p><p></p><p>I can definitely see the appeal of more complexity, but I want that to be an add-on, not a prerequisite.</p><p></p><p></p><p></p><p></p><p>I don't mind new mechanics; my attack and defense part of this system uses mechanics inspired by Risk and Axis & Allies, so it's a little different than regular D&D combat (attacker and defender roll pools of D6s, with 5 or 6 being a success. There are three opposed rolls. Whoever has the most successes at the end is the victor). That said, I think new mechanics need to be kept simple. And, I plan to use existing mechanics wherever doing so is both possible and stays simple.</p><p></p><p></p><p></p><p></p><p>The goal of the system, if I had to create a mission statement for it, is this:</p><p>"To provide a simple, non-time-intensive framework that introduces as few new mechanics and as little record-keeping as possible while allowing players and DMs to represent the troubles and benefits of owning and operating a landhold in parallel with the DM's planned campaign."</p><p></p><p>Personally, I plan to run the system alongside a political/courtly intrigue campaign where each PC has their own minor landhold and owes fealty either directly to the same noble, or to the same king through various minor nobles.</p></blockquote><p></p>
[QUOTE="MechaPilot, post: 7185124, member: 82779"] I agree. I am looking to create something that does entail some recordkeeping, but isn't a huge chore, at least for the bare bones version. Adding more complexity should be simple if I choose to do so later. I haven't figured out the exact mechanic yet, but I do plan for resources to be improvable. While my system is taking some influences from Civ V, I don't want to keep lists of buildings/improvements, their construction and upkeep costs, and the benefits of each. I like some of the ideas Civ V brings to the table, but I don't want this system to just be Civ V played out on paper. Regarding important NPCs, since this is supposed to run alongside a political/courtly intrigue style of game, I would probably want those to be things handled during play instead of as part of the landhold system. There definitely needs to be a complexity dial. I want the bare bones version to be fairly simple and unobtrusive. I want players and DMs to be able to use the bare bones version for downtime during more traditional action-adventure style campaigns, without feeling like they're pausing to play a boardgame for an evening instead of playing D&D. I can definitely see the appeal of more complexity, but I want that to be an add-on, not a prerequisite. I don't mind new mechanics; my attack and defense part of this system uses mechanics inspired by Risk and Axis & Allies, so it's a little different than regular D&D combat (attacker and defender roll pools of D6s, with 5 or 6 being a success. There are three opposed rolls. Whoever has the most successes at the end is the victor). That said, I think new mechanics need to be kept simple. And, I plan to use existing mechanics wherever doing so is both possible and stays simple. The goal of the system, if I had to create a mission statement for it, is this: "To provide a simple, non-time-intensive framework that introduces as few new mechanics and as little record-keeping as possible while allowing players and DMs to represent the troubles and benefits of owning and operating a landhold in parallel with the DM's planned campaign." Personally, I plan to run the system alongside a political/courtly intrigue campaign where each PC has their own minor landhold and owes fealty either directly to the same noble, or to the same king through various minor nobles. [/QUOTE]
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