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Post by scottanderson on Sept 5, 2017 7:16:23 GMT -5
Argh
I can't find rules that are both very simple and at the same time satisfying. The best rule set I have found is ACKs but the amount of paperwork involved is out of proportion with the rest of the rules of how we play.
The fellow from Coins and Scrolls has a lot of great systems for caste building, sieges, social relationships, and many other fantasy-medieval topics. But again: very rules-heavy.
Has anyone got a simple system for domain management and castle building?
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Post by sixdemonbag on Sept 5, 2017 13:20:15 GMT -5
Outside of the odd charisma/reaction check, I don't want ANY noncombat rules in D&D. I'm not a fan of "courting the princess" rules and the like. Role-play all things outside of combat, don't roll-play. If, on the other hand, you are asking for mass combat rules, then I can't help you because I've never used any. I'm sure the more experienced wargamers here could chime in for some example systems.
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Post by Admin Pete on Sept 5, 2017 14:10:26 GMT -5
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Post by scottanderson on Sept 5, 2017 14:59:36 GMT -5
The steps to building a castle seem to me to be like this:
0. Get permission. 1. Clear a hex. 2. Generate the land's value for the purposes of income. 3. Determine the relative cost of building on it. 4. Design a castle. 5. Determine the absolute cost of building a castle and the time necessary. Include logistics, labor, and materials. 6. Build it. 7. Staff it. Determine running costs. 8. Determine its force projection range. 9. Enpeople the countryside.
I won't get into what running a domain entails in this message, for the building of it alone is fraught.
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