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Matt colville kickstarter
Matt colville kickstarter






matt colville kickstarter

They range from green light infantry to seasoned light cavalry (not granting seasoned heavy cavalry is probably Just Fine). Keeps reduce the hiring cost (that is, for units that don’t join you spontaneously) and upkeep cost of units by 10% per stronghold level.īuilding a keep grants you some units, which are randomly generated on a d100 table. It’s here that we first learn that units have a Size just like strongholds do. The details of those come much later in this book, and I’ll get to them in a later article. This section contains some rules on attracting or hiring, then maintaining, military units (hur hur, I said units).

matt colville kickstarter

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His examination of elements like construction time (shorten it so the project gets done within the span of the campaign!), making it rain coinage early enough in the campaign to get PCs into this part of the game, and how to factor in cleared-out dungeons are all good reads, even if you decide to go for a different stronghold system. No matter how good the book turns out to be, that’s going to be the best part: even if you happen to disagree, he presents his positions well. It’s Matt Colville, so you’ve got to know going in that there’s extensive marginalia and commentary. New levels grant the stronghold greater Size (hit points) and Toughness (resistance to harm) and grant their owner additional uses of bonus class features. Strongholds range from level 1 to level 5, costing rather princely sums to advance. Unlike some of the stronghold rules I studied in the Domain Rulership series, there are no floor plans or trap placement here. Once you build a stronghold, you can also level it up. (A castle without a keep is a bit of a misnomer, but possible in S&F.) Each character class has a unique interaction with their stronghold as well, but I’ll get to that in a minute. A fifth stronghold type, the castle, is the combination of any two or more other strongholds. There are four kinds of strongholds, the keep (warrior types), tower (arcane), temple (divine), and “establishment” (not just legal… extra-legal). It does this by making sure the large-scale content still feeds back into personal-scale content (character features), using a particularly Birthright-friendly justification: you’re empowered by the land itself. It sounds like it’s going for a mixed focus between politics, military campaigning, and traditional squad-sized character action. It’s not centered on conquering a vast kingdom or empire-building. Now, this book only promises what it says right there in the title – you’re building your character’s or team’s stronghold, attracting followers, and doing things with that. All things are ready, if our minds be so! If you’ve been reading my work in Tribality for the last few years, you’ll understand that I jumped on this KS, and that now I’m going to write something that is half review and half design analysis. A few months back, I got my hard copy of Matt Colville’s Strongholds & Followers, the product of MCDM’s explosively successful Kickstarter.








Matt colville kickstarter