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No One Plays High Level?
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<blockquote data-quote="MNblockhead" data-source="post: 9210006" data-attributes="member: 6796661"><p>For me, the mini wargame is the least inspired part of the book. I really like the rules for building strongholds. You can have followers that will give additional resources and benefits, from research to material needs. The strongholds themselves give additional abilities to the characters which I found to be flavorful, useful, and not unbalanced. It has some simple henchmen rules that are very workable. Even if you ignore the rules related to attracting, hiring, and maintaining troops, there is still a lot of good stuff in that book. While we didn't make use of the mini-wargame rules, other than a one‑shot to try them out, we did use the rules for hiring/attracting and maintaining troops so that the party to hold area they cleared, provide protection to their strongholds (even if we don't war game, having to ensure you have the muscle to protect your stronghold and assets can be still be made important), and protect other interests. </p><p></p><p>It isn't for every group of players for sure, but for those who want to establish a home base and have something to spend money on, they provide relativity light rules to do that that are flavorful and support the main goal of making the characters more interesting to play.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9210006, member: 6796661"] For me, the mini wargame is the least inspired part of the book. I really like the rules for building strongholds. You can have followers that will give additional resources and benefits, from research to material needs. The strongholds themselves give additional abilities to the characters which I found to be flavorful, useful, and not unbalanced. It has some simple henchmen rules that are very workable. Even if you ignore the rules related to attracting, hiring, and maintaining troops, there is still a lot of good stuff in that book. While we didn't make use of the mini-wargame rules, other than a one‑shot to try them out, we did use the rules for hiring/attracting and maintaining troops so that the party to hold area they cleared, provide protection to their strongholds (even if we don't war game, having to ensure you have the muscle to protect your stronghold and assets can be still be made important), and protect other interests. It isn't for every group of players for sure, but for those who want to establish a home base and have something to spend money on, they provide relativity light rules to do that that are flavorful and support the main goal of making the characters more interesting to play. [/QUOTE]
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