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Strongholds, Followers, and Domains in 4e
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<blockquote data-quote="AbdulAlhazred" data-source="post: 4738537" data-attributes="member: 82106"><p>Oh, there were people that published whole rule sets for running countries, etc. I think Judges Guild had something, way back in the 70's. I don't remember exactly.</p><p></p><p>However there are a few sources of SOME information of that sort. JG published a whole set of Castle Construction rules. Basically "how much does a tower cost" and "how many man-days does it take to build it" and "how many master masons do you need", etc. Given that 4e's gold really isn't significantly different than old DnD gold (costs for equipment are pretty much identical) the numbers work OK. </p><p></p><p>It is designed for creating a "mundane" stronghold, but even the special magical parts you are talking about would still be essentially a mundane building/room/whatever with magical attributes. So the base cost could be the mundane part and then you just add in an X level magic item cost on top.</p><p></p><p>I'm not sure why you need to keep gold in separate piles or use realm points. The way I envisaged it you could invest your gold in your realm and there would (at least potentially) be a profit. So if my character spent 1,000,000 gold establishing the realm, then maybe he makes a profit of 100k gold per year. Not a problem. He sacrificed 1 million gp worth of personal spending to get that income. Plus he's going to have to pass skill challenges or wipe out monsters, or fight with other domains in order to keep his investment. He could sell it, but nothing says he gets back full price. Maybe he will, maybe not, that's up to the DM.</p><p></p><p>The stronghold itself, if there is one, I would think would simply be a cost center. I would just run that as an overhead. If the stronghold cost 100k gold, then it costs 10k per year to maintain it. That pays for the staff and building maintenance, etc. </p><p></p><p>I think where the interesting part could come in is with what kinds of things you can do to maintain your realm (or possibly expand it). They would be different for each power source of realm, but say for a Martial Fiefdom it might involve tournaments, donations of money, paying scutage to a liege (or other taxes), etc. Again this would be the 'overhead' plus what you add to make the realm better. Failing to maintain the realm would be bad of course. Skill Challenges could be allowed in order to resolve issues specific to the campaign. Taking ten would be like letting your castellan deal with the problem.</p><p></p><p>As far as raising armies and whatnot, that sort of stuff could fall under the skill challenge mechanism, as could fighting large battles. OTOH there are just a plethora of mass combat systems. Chainmail, AD&D Battlesystem, etc. Battlesystem had pretty extensive rules for costs to raise, train, and equip your army, and what kind of pay they would need as well. I would probably just use Chainmail as an outline of a combat system and rejigger the numbers to the 4e style of AC and HP and stuff. Not hard really. I already came up with a good rough outline a while ago.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 4738537, member: 82106"] Oh, there were people that published whole rule sets for running countries, etc. I think Judges Guild had something, way back in the 70's. I don't remember exactly. However there are a few sources of SOME information of that sort. JG published a whole set of Castle Construction rules. Basically "how much does a tower cost" and "how many man-days does it take to build it" and "how many master masons do you need", etc. Given that 4e's gold really isn't significantly different than old DnD gold (costs for equipment are pretty much identical) the numbers work OK. It is designed for creating a "mundane" stronghold, but even the special magical parts you are talking about would still be essentially a mundane building/room/whatever with magical attributes. So the base cost could be the mundane part and then you just add in an X level magic item cost on top. I'm not sure why you need to keep gold in separate piles or use realm points. The way I envisaged it you could invest your gold in your realm and there would (at least potentially) be a profit. So if my character spent 1,000,000 gold establishing the realm, then maybe he makes a profit of 100k gold per year. Not a problem. He sacrificed 1 million gp worth of personal spending to get that income. Plus he's going to have to pass skill challenges or wipe out monsters, or fight with other domains in order to keep his investment. He could sell it, but nothing says he gets back full price. Maybe he will, maybe not, that's up to the DM. The stronghold itself, if there is one, I would think would simply be a cost center. I would just run that as an overhead. If the stronghold cost 100k gold, then it costs 10k per year to maintain it. That pays for the staff and building maintenance, etc. I think where the interesting part could come in is with what kinds of things you can do to maintain your realm (or possibly expand it). They would be different for each power source of realm, but say for a Martial Fiefdom it might involve tournaments, donations of money, paying scutage to a liege (or other taxes), etc. Again this would be the 'overhead' plus what you add to make the realm better. Failing to maintain the realm would be bad of course. Skill Challenges could be allowed in order to resolve issues specific to the campaign. Taking ten would be like letting your castellan deal with the problem. As far as raising armies and whatnot, that sort of stuff could fall under the skill challenge mechanism, as could fighting large battles. OTOH there are just a plethora of mass combat systems. Chainmail, AD&D Battlesystem, etc. Battlesystem had pretty extensive rules for costs to raise, train, and equip your army, and what kind of pay they would need as well. I would probably just use Chainmail as an outline of a combat system and rejigger the numbers to the 4e style of AC and HP and stuff. Not hard really. I already came up with a good rough outline a while ago. [/QUOTE]
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