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<blockquote data-quote="edemaitre" data-source="post: 5786328" data-attributes="member: 3372"><p><strong>Name level in D&D5e</strong></p><p></p><p>I would also like to see this come back. I've been running my homebrew fantasy campaigns since the early-1980s boxed sets, and I've required Player Characters to begin planning for some stronghold or organization by the time they reach "name level" since at least AD&D2 and through D&D4e and <em>Pathfinder</em>.</p><p></p><p>Each occupational class could pursue it in different ways: Clerics would want to found a small temple, Fighters want a keep, Thieves/Rogues a guild, and Wizards/Mages a tower. Barbarians would try to find or start a horde to lead, Druids or Rangers might gather a collection of animal allies, and Monks would build a monastery or dojo. A Bard might want to become famous or attach himself to some royal court, while a Sorceress might prefer to influence a tribe as its shaman.</p><p></p><p>Sure, many Assassins, Rangers, and Rogues are solitary, but they'd still need to find a way to connect to the setting, whether through followers, joining an existing guild, or at least having a long-term network of contacts, allies, and enemies.</p><p></p><p>In my games, this was a role-playing challenge, as important to my storylines as any dungeon crawl, wilderness quest, or urban intrigue. Many realms could use onetime adventurers to solidify their border defenses. Strongholds could require the earning and expenditure of thousands of experience points and gold pieces. P.C.s would need to find patrons, land, and followers, with the number of the latter dictated by Charisma and skills/feats.</p><p></p><p>The most enterprising gamers claimed monstrous strongholds, lost cities, and new fiefdoms. The more detail-oriented players created maps and blueprints, statted out and equipped followers, and even took them on adventures of their own. Some sought politically advantageous marriages; others struck out into uncivilized territories to make their own mark. I enjoyed this aspect of mid-to-higher-level gaming more than mere resource management or more complicated battles, although both came into play.</p><p></p><p>I'm not saying that strongholds should be a requirement, but they should be an option in D&D5e and an alternative to higher-level characters becoming demigods, solo combat monsters, plane travelers, or multiclassed jacks of all trades.</p></blockquote><p></p>
[QUOTE="edemaitre, post: 5786328, member: 3372"] [b]Name level in D&D5e[/b] I would also like to see this come back. I've been running my homebrew fantasy campaigns since the early-1980s boxed sets, and I've required Player Characters to begin planning for some stronghold or organization by the time they reach "name level" since at least AD&D2 and through D&D4e and [I]Pathfinder[/I]. Each occupational class could pursue it in different ways: Clerics would want to found a small temple, Fighters want a keep, Thieves/Rogues a guild, and Wizards/Mages a tower. Barbarians would try to find or start a horde to lead, Druids or Rangers might gather a collection of animal allies, and Monks would build a monastery or dojo. A Bard might want to become famous or attach himself to some royal court, while a Sorceress might prefer to influence a tribe as its shaman. Sure, many Assassins, Rangers, and Rogues are solitary, but they'd still need to find a way to connect to the setting, whether through followers, joining an existing guild, or at least having a long-term network of contacts, allies, and enemies. In my games, this was a role-playing challenge, as important to my storylines as any dungeon crawl, wilderness quest, or urban intrigue. Many realms could use onetime adventurers to solidify their border defenses. Strongholds could require the earning and expenditure of thousands of experience points and gold pieces. P.C.s would need to find patrons, land, and followers, with the number of the latter dictated by Charisma and skills/feats. The most enterprising gamers claimed monstrous strongholds, lost cities, and new fiefdoms. The more detail-oriented players created maps and blueprints, statted out and equipped followers, and even took them on adventures of their own. Some sought politically advantageous marriages; others struck out into uncivilized territories to make their own mark. I enjoyed this aspect of mid-to-higher-level gaming more than mere resource management or more complicated battles, although both came into play. I'm not saying that strongholds should be a requirement, but they should be an option in D&D5e and an alternative to higher-level characters becoming demigods, solo combat monsters, plane travelers, or multiclassed jacks of all trades. [/QUOTE]
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