Mine
Farm
Mill
Trading House
Inn
Smithy
Workshop
Any others?
And, yeah, if C7 wanted to release a "Book of the Holdings"', I know some guys that have made good progress on a draft rule set
![Wink ;)](images/smilies/icon_e_wink.gif)
Problem I have with this is that I can see any of the listed holding types/improvements constituting a basis for a Holding.zedturtle wrote:Any other?
Where character related points (like XP) are being spent this is something that I don't agree with and there is no real precedent set within the RAW for it either.Elfcrusher wrote:Of course, like I've expressed in threads about armor and virtues and other topics, I like everything to come with a trade-off. Maybe an Apiary makes your holding particularly vulnerable to bad weather years.
Actually, there is some precedent. For example, in the goblin tunnels in TfW it suggests that a player with the Tall trait be the victim of the "Stuck" hazard.Rich H wrote:Where character related points (like XP) are being spent this is something that I don't agree with and there is no real precedent set within the RAW for it either.Elfcrusher wrote:Of course, like I've expressed in threads about armor and virtues and other topics, I like everything to come with a trade-off. Maybe an Apiary makes your holding particularly vulnerable to bad weather years.
So, just to illustrate that in case I'm not making sense, the listed improvements could be, for the sake of argument, selected one (small), two (medium), or three (large) times but each has a cap on this number...Rich H wrote:EDIT: I think it'd be better to place a cap on how many times a trait could be selected. For instance, some can only be picked once whereas others can be selected three or four times.
I would put "Smithy" in the general category of "Workshop", along with Boatwright, Luthier, Tailor, and a bunch of others.zedturtle wrote:Ok, those are good ideas. Let's have an in-thread brainstorming session on basic Holding types:
Mine
Farm
Mill
Trading House
Inn
Smithy
Workshop
Any others?
And, yeah, if C7 wanted to release a "Book of the Holdings"', I know some guys that have made good progress on a draft rule set
I think so...but what is the mechanical effect of choosing, say, Apiary 1 and Mill 1 vs. Orchards 2?Rich H wrote: The above give us:
9 improvements that can only be small
9 improvements that can only be small and then medium if developed to their full potential
9 improvements that can be small, then medium, then developed into large to their final potential
... so, if a player so inclines they could have a rating 1 Apiary and never improve it beyond that, but if they wanted to increase the rating of the holding they'd need to look at adding new improvements to it - eg, a farm/farmstead, an orchard, an allotment, etc.
Does that make sense?
Beyond diversification and therefore being able to invoke two different traits I don't think there needs to be. Certainly my driver for these rules is not to provide loads of different mechanical options that the players fret over, it's to provide a little more detail and flavour to the game and the potential to trigger ideas (plots, character motivations, etc) with the more fleshed out descriptions of Holdings that these rules will evidently provide.Elfcrusher wrote:...but what is the mechanical effect of choosing, say, Apiary 1 and Mill 1 vs. Orchards 2?
Oh, yeah, that's totally what I was thinking of. In some rare situations (your holding fails, AND you then roll a specific type of failure) there's a minor, temporary cost.zedturtle wrote:maybe a temporary setback (e.g. Until next years end) when bad things affect a trait?
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