At this point, I'm ready to introduce the strategic domain-management aspect of my fantasy campaign. I've written a quickstart document (click on link for pdf version) that contains all the essential tables (pages and pages of them!), and also includes a guide to creating a new player domain.
Generally speaking, clerics and mages (and similar subclasses) are the most powerful rulers, but have more complexity associated with their domain management. Fighters (and their subclasses) are a basic option without the extra complexity, and thieves (and subclasses) will ignore most aspects of the domain game entirely, for players who just want to come along on military campaigns and adventures.
I'm intending that this campaign will include a mix of full-army battles (using Domains at War) and heroic exploration (traditional RPG stuff like fighting dragons in underground caverns, or undead in crypts). So it's a good idea to balance your heroes between command abilities and combat abilities, with some heroes specializing in each.
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