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Thievery in 5e - still relevant?
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<blockquote data-quote="Faolyn" data-source="post: 9121958" data-attributes="member: 6915329"><p>Because by giving a "nod," you're providing the basic chassis that a dedicated player can use to create their own system--either as house rules or as a 3pp. Those who don't care can just ignore the few paragraphs of text and table in the DMG (under downtime activities). Those who do care, but not enough to create a system, can just handwave it and say "OK, the book says it costs 50,000 gp and 400 days to make a keep. You want it fancy? Eh, OK, make it 75,000 gp and it'll take 500 days. Why don't we do a time skip instead of adventuring for a year and a half while it's under construction." </p><p></p><p>I know that Level Up has a whole system for creating strongholds, but that's <em>math. </em>And most of the time, you don't <em>really </em>need to worry about square footage. Just decide what special areas you want in it and don't worry about the exact square footage--<em>fireballs </em>aren't level-cleaners, after all. Roll a die to find out how many rounds it takes to Dash from room A to room B and you're set. If the exact square footage is really important, make the players draw the floorplan on some graph paper and have them count the squares.</p><p></p><p>Also, D&D is "all things to all people" and therefore they <em>are </em>making the type of game they want to play.</p></blockquote><p></p>
[QUOTE="Faolyn, post: 9121958, member: 6915329"] Because by giving a "nod," you're providing the basic chassis that a dedicated player can use to create their own system--either as house rules or as a 3pp. Those who don't care can just ignore the few paragraphs of text and table in the DMG (under downtime activities). Those who do care, but not enough to create a system, can just handwave it and say "OK, the book says it costs 50,000 gp and 400 days to make a keep. You want it fancy? Eh, OK, make it 75,000 gp and it'll take 500 days. Why don't we do a time skip instead of adventuring for a year and a half while it's under construction." I know that Level Up has a whole system for creating strongholds, but that's [I]math. [/I]And most of the time, you don't [I]really [/I]need to worry about square footage. Just decide what special areas you want in it and don't worry about the exact square footage--[I]fireballs [/I]aren't level-cleaners, after all. Roll a die to find out how many rounds it takes to Dash from room A to room B and you're set. If the exact square footage is really important, make the players draw the floorplan on some graph paper and have them count the squares. Also, D&D is "all things to all people" and therefore they [I]are [/I]making the type of game they want to play. [/QUOTE]
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