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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
The followers and strongholds features that are going to be included in LU... how detailed are they going to be?
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<blockquote data-quote="Argyle King" data-source="post: 8273253" data-attributes="member: 58416"><p>There's no indication that this is part of how LU will work. These are thoughts I had while reading the thread.</p><p></p><p>A relatively rules-light way to manage a stronghold could look similar to how FFG Star Wars (Edge of the Empire, Age of Rebellion...) handles owning a ship or having an X-wing squadron available. In the case of a ship, the ship has it's own character sheet and you can buy various upgrades for it. In that game, there are also ship battles so the ship is built like a PC, but that needn't be the case for a stronghold. </p><p></p><p>A similar idea could be having a stronghold sheet which details some general details about the stronghold: name, resources of note and/or notable nearby features (i.e. squad of elven archers; nearby silver mine,) list of purchased upgrades (i.e. reinforced drawbridge; fire-enchanted ballista on the North tower).</p><p></p><p>There could perhaps also be some vague broad-strokes details to help the DM roll on some tables to inform the PC that some aspect of managing the stronghold has resulted in a boon or a concern which requires attention. Rolling wouldn't be necessary, and a DM could just go with what makes sense, but having a few tables might help spur things forward. Using what I already typed out, a good event coming from the silver mine could be that some extra money is available to the PC. A bad event could be that a monster had taken up residence in the mine. A messenger informs the PC that the squad of archers are able to keep the monster away from the stronghold, but the resources of the mine won't be available until the problem is fixed. </p><p></p><p>Managing the stronghold becomes a D&D Downtime activity.</p><p></p><p>The City Stats pdf for GURPS might be something to look at for ideas too.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8273253, member: 58416"] There's no indication that this is part of how LU will work. These are thoughts I had while reading the thread. A relatively rules-light way to manage a stronghold could look similar to how FFG Star Wars (Edge of the Empire, Age of Rebellion...) handles owning a ship or having an X-wing squadron available. In the case of a ship, the ship has it's own character sheet and you can buy various upgrades for it. In that game, there are also ship battles so the ship is built like a PC, but that needn't be the case for a stronghold. A similar idea could be having a stronghold sheet which details some general details about the stronghold: name, resources of note and/or notable nearby features (i.e. squad of elven archers; nearby silver mine,) list of purchased upgrades (i.e. reinforced drawbridge; fire-enchanted ballista on the North tower). There could perhaps also be some vague broad-strokes details to help the DM roll on some tables to inform the PC that some aspect of managing the stronghold has resulted in a boon or a concern which requires attention. Rolling wouldn't be necessary, and a DM could just go with what makes sense, but having a few tables might help spur things forward. Using what I already typed out, a good event coming from the silver mine could be that some extra money is available to the PC. A bad event could be that a monster had taken up residence in the mine. A messenger informs the PC that the squad of archers are able to keep the monster away from the stronghold, but the resources of the mine won't be available until the problem is fixed. Managing the stronghold becomes a D&D Downtime activity. The City Stats pdf for GURPS might be something to look at for ideas too. [/QUOTE]
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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
The followers and strongholds features that are going to be included in LU... how detailed are they going to be?
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