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Please build a stronghold for me
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<blockquote data-quote="GlassEye" data-source="post: 6261183" data-attributes="member: 40413"><p>I was ok with the rules until it came to size and quality. Things became a little less clear but I figured out most of it as I worked through.</p><p>Pg. 181 - It isn't clear what the +1d6, etc. on the High, Superior, etc. chart is for.</p><p>Pg. 181 - The example of the tiny library (5 squares, 340 gc) doesn't seem to fit the chart (1/2 of 9 squares & 900 gc). The temple cost also seems off (I calculate 6,000 gc).</p><p>It would be nice if the Special Features descriptions were alphabetized but I understand, alpha version.</p><p>Do the Special Features take up space within your stronghold or does it add extra space to your stronghold?</p><p>Not sure I agree with the Furnishing price that must apply to the entire stronghold. I could see reasons for furnishing portions of a stronghold in different levels of quality. Not a big deal, though.</p><p>Superior Locks could be of 'high', 'superior' or 'mastercraft' quality. To avoid confusion this should be named something else that isn't a particular level of quality.</p><p>I have to say, as much as I like dancing and as appropriate as it is for a ballroom benefit, it seems somewhat underwhelming for an adventurer. Some sort of social standing benefit seems like it would be more useful although that could be equally applied to a high quality of furnishings. In fact, I would probably add the furnishings as a special Special Feature just so I could do that. EDIT: I see that furnishings provide a bonus to Diplomacy so you already have this.</p><p>I would also like to have one staff member minimum regardless of stronghold size. Even for the smallest of properties it could be explained as a major domo, a farmhand, a housekeeper, or the widow from down the street who stops in once a week to straighten things up for you.</p><p>I hope you add more special features. That was the most fun portion of the exercise.</p><p>I also very much appreciate the hand-waved maintenance. Another recent system of this nature has players making a roll for <em>each day</em> of game time. Ridiculous!</p><p>It would be cool if this were abstracted out to a city/kingdom level.</p><p></p><p></p><table style='width: 100%'><tr><td><span style="font-size: 15px">The Taproom</span></td></tr><tr><td>Abram Sharps survived the war in Corvish between rival gangs and bought a burnt out building that he rebuilt as a tavern and set up as his own headquarters for his own burgeoning criminal organization.<br /> <br /> The Taproom is decently constructed but furnished in low quality style (with Sharps' clientele there isn't a need for better). The structure itself is two stories with Sharps' office and private chambers on the top floor. The Taproom contains a common room, a few rooms for a handful of live-in thugs and bodyguards, a storeroom, and a secret strongroom where Sharps stores his ill-gotten earnings and which he guards with the best quality locks he could buy. Sharps also claims the adjacent Crookshank Alley and takes a portion of any deals done there.</td></tr><tr><td><strong>STRONGHOLD SIZE</strong><p style="margin-left: 20px">Buildings: Small (50 sq; 5,000 gc)<br /> Grounds: Tiny (10 sq; 250 gc)<br /> Defenses:<br /> Total: 50 sq</p> <strong>Quality:</strong> Frugal<br /> <strong>Staff:</strong> 0<br /> <strong>FEATURES:</strong><p style="margin-left: 20px">small Banquet Hall (12 sq; 680 gc)<br /> tiny Barracks (capacity 5; 10 sq; 1,500 gc)<br /> small high-quality storeroom (18 sq; 720 gc)<br /> small strongroom (superior quality lock; 1 square; 1,800 gc)<br /> superior locks (high quality; 100 gc)<br /> </p> <strong>Guards:</strong> 5 human thugs (150 gc)</td></tr><tr><td><strong>FIELD BENEFITS</strong><p style="margin-left: 20px">one bonus contact (one adventurer)<br /> trade goods fro 40% of market value<br /> </p> </td></tr><tr><td><strong>Total cost: </strong>10,200 gc</td></tr></table><p></p><p>Notes: Sharps would have to hire a staff to run the place.</p><p>Maintenance/Revenue Generation: Illegal Activities</p><p></p><p>Sorry for the jumbled nature of my notes at the top of this post.</p></blockquote><p></p>
[QUOTE="GlassEye, post: 6261183, member: 40413"] I was ok with the rules until it came to size and quality. Things became a little less clear but I figured out most of it as I worked through. Pg. 181 - It isn't clear what the +1d6, etc. on the High, Superior, etc. chart is for. Pg. 181 - The example of the tiny library (5 squares, 340 gc) doesn't seem to fit the chart (1/2 of 9 squares & 900 gc). The temple cost also seems off (I calculate 6,000 gc). It would be nice if the Special Features descriptions were alphabetized but I understand, alpha version. Do the Special Features take up space within your stronghold or does it add extra space to your stronghold? Not sure I agree with the Furnishing price that must apply to the entire stronghold. I could see reasons for furnishing portions of a stronghold in different levels of quality. Not a big deal, though. Superior Locks could be of 'high', 'superior' or 'mastercraft' quality. To avoid confusion this should be named something else that isn't a particular level of quality. I have to say, as much as I like dancing and as appropriate as it is for a ballroom benefit, it seems somewhat underwhelming for an adventurer. Some sort of social standing benefit seems like it would be more useful although that could be equally applied to a high quality of furnishings. In fact, I would probably add the furnishings as a special Special Feature just so I could do that. EDIT: I see that furnishings provide a bonus to Diplomacy so you already have this. I would also like to have one staff member minimum regardless of stronghold size. Even for the smallest of properties it could be explained as a major domo, a farmhand, a housekeeper, or the widow from down the street who stops in once a week to straighten things up for you. I hope you add more special features. That was the most fun portion of the exercise. I also very much appreciate the hand-waved maintenance. Another recent system of this nature has players making a roll for [i]each day[/i] of game time. Ridiculous! It would be cool if this were abstracted out to a city/kingdom level. [TABLE="class: grid, width: 500"] [TR] [TD][SIZE=4]The Taproom[/SIZE][/TD] [/TR] [TR] [TD]Abram Sharps survived the war in Corvish between rival gangs and bought a burnt out building that he rebuilt as a tavern and set up as his own headquarters for his own burgeoning criminal organization. The Taproom is decently constructed but furnished in low quality style (with Sharps' clientele there isn't a need for better). The structure itself is two stories with Sharps' office and private chambers on the top floor. The Taproom contains a common room, a few rooms for a handful of live-in thugs and bodyguards, a storeroom, and a secret strongroom where Sharps stores his ill-gotten earnings and which he guards with the best quality locks he could buy. Sharps also claims the adjacent Crookshank Alley and takes a portion of any deals done there.[/TD] [/TR] [TR] [TD][B]STRONGHOLD SIZE[/B][INDENT]Buildings: Small (50 sq; 5,000 gc) Grounds: Tiny (10 sq; 250 gc) Defenses: Total: 50 sq[/INDENT] [B]Quality:[/b] Frugal [b]Staff:[/b] 0 [b]FEATURES:[/B][INDENT]small Banquet Hall (12 sq; 680 gc) tiny Barracks (capacity 5; 10 sq; 1,500 gc) small high-quality storeroom (18 sq; 720 gc) small strongroom (superior quality lock; 1 square; 1,800 gc) superior locks (high quality; 100 gc) [/INDENT] [B]Guards:[/B] 5 human thugs (150 gc)[/TD] [/TR] [TR] [TD][B]FIELD BENEFITS[/B][INDENT]one bonus contact (one adventurer) trade goods fro 40% of market value [/INDENT] [/TD] [/TR] [TR] [TD][B]Total cost: [/B]10,200 gc[/TD] [/TR] [/TABLE] Notes: Sharps would have to hire a staff to run the place. Maintenance/Revenue Generation: Illegal Activities Sorry for the jumbled nature of my notes at the top of this post. [/QUOTE]
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