TheYeti1775
Adventurer
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In the early days of D&D, getting your stronghold, your keep, your lands, your kingdom--that was a major goal of adventuring. It was to build a base of many underlings to support you.
Nowadays, though, that seems to be mostly avoided by players. They want to ensure that they can never be tied down to any obligation, no matter what the benefits are.
Has this happened, in your opinion?
Remember the stronghold rules fondly.
The first time they really came into play we were playing TOEE, the DM altered the structuring of the Temple so that there was no collapse at the end if she died, same with the nodes.
It became the new base of operations for 3 players with several characters each.
Actually sucked up a lot of our treasure to repair the Temple and change it into a place of good vice dedicated site to evil. From there many later adventuring companies based themselves out of there in our world.
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Far as things I miss....
I would say many wouldn't like what I miss.
Weapon Speed and Spell Casting Speed adjusting your initiative. I know many ignored those rules, but I found they leveled the combat experience throughout.
While the Fighter/Barbarians could wield ungodly damages with Great Swords, the THIEF could hit for that quick strike with their dagger.
The casters had to worry for their spells being disrupted. Made that 1 segment Magic Missile versus the 3 segment Fireball stack up nicely when planning it out.
But as was mentioned before, I think the number one thing to miss is the old groups I played with. But yea that's what Facebook is for - lol. One of my old DM's friended me this past week.