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<blockquote data-quote="Korgul79" data-source="post: 6482121" data-attributes="member: 6783260"><p>I'd personally start by making the players sketch a map for the stronghold they're building.</p><p></p><p>What kind of rules do you feel you need? It's an honest question. It really depends on the type of campaign you're running. Dettailed rules on the costs unkeep cost? Siege rules? Dettailed cost for building it wall by wall? A list of bonus it can give for a miniplay of strategic/economic managemant? Structural point of the various part of the building? Probability that it get harrassed by villains or monster, or some random table of accidents and adventure seed linked to the owning of it? Other types to bonuses to the pc that owns it? Probability of attracting followers?</p><p> I think that some of this things could be rather interesting, depending on the group and on the campaign, but I feel they are quite too marginal and specific to be discussed on the core books. </p><p>The idea that at some point the character may want to have a stronghold (or buy a trading post) it's likely enough to deserve the inclusion of some very basic guideline like an indicative price or building time, but what you need after that it's too dependant in your game to be treated in the except maybe the inclusion of some suggestion.</p><p>I'm quite sure that in many campaign a stronghold don't need more rules than a rope, a carriage or a garden.</p></blockquote><p></p>
[QUOTE="Korgul79, post: 6482121, member: 6783260"] I'd personally start by making the players sketch a map for the stronghold they're building. What kind of rules do you feel you need? It's an honest question. It really depends on the type of campaign you're running. Dettailed rules on the costs unkeep cost? Siege rules? Dettailed cost for building it wall by wall? A list of bonus it can give for a miniplay of strategic/economic managemant? Structural point of the various part of the building? Probability that it get harrassed by villains or monster, or some random table of accidents and adventure seed linked to the owning of it? Other types to bonuses to the pc that owns it? Probability of attracting followers? I think that some of this things could be rather interesting, depending on the group and on the campaign, but I feel they are quite too marginal and specific to be discussed on the core books. The idea that at some point the character may want to have a stronghold (or buy a trading post) it's likely enough to deserve the inclusion of some very basic guideline like an indicative price or building time, but what you need after that it's too dependant in your game to be treated in the except maybe the inclusion of some suggestion. I'm quite sure that in many campaign a stronghold don't need more rules than a rope, a carriage or a garden. [/QUOTE]
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