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alhoon Frequent Tentacle Issues

Joined: 10 Mar 2007 Posts: 96 Location: Chania, Greece.
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Posted: Mon Mar 12, 2007 12:05 pm Post subject: The dominion system |
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To my knowledge and opinion, the Dominion system of the D&D (Companions set, Cyclopedia) is the best system I have seen for building up/running Fiefdoms, baronies, etc. I still use the same system (with some adjusting I did over ... 15 years) for dominions.
The system can be used with 3rd edition easily and can be combined with the very good guide to strongholds ascessory of 3rd edition.
Changes I have made:
- I changed from the standard "Hex" map to... nothing. I.e To area. The area of a small hex (the 8miles diameter one) is roughly 96 sq miles.
- I made adjustments to the Confidence level checks.
- I changed the "Peasant Family" count for taxes to counting Adults. I.e The tax income comes from Adults not PF.
- I changed the resource income values. It is still done by PFamilies but it is not "default" i.e a PFamily working the Count's cows doesn't pay more than a PF working the Count's chicken since cows are more profitable. The same goes for vegetable income and mining income.
Gold mines now generate much, much more money than say... coal mines.
- I changed the payment of the various soldiers.
_________________ Don't call every undead wizard a lich! |
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Havard Known as THE AXE!!!

Joined: 12 Mar 2007 Posts: 207 Location: Norway, Europe
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Posted: Mon Mar 12, 2007 12:15 pm Post subject: |
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Did you include the revisions from Bruce Heard's articles in Dragon Magazine? They should also be available on pandius IIRC...
Havard _________________ http://blackmoor.mystara.us
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Cab Rules over Alphatia!
Joined: 07 Mar 2007 Posts: 125 Location: Cambridge
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Posted: Mon Mar 12, 2007 3:13 pm Post subject: |
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| Bruces additions are good, they make for a more believable economy... but in a way they're less D&D ish, in that the original dominion rules are meant to leave a barony on the poor side to encourage a PC to go out and adventure for extra gold. |
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Glgnfz Owns a White Box!
Joined: 07 Mar 2007 Posts: 342 Location: Koblenz
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Posted: Mon Mar 12, 2007 3:30 pm Post subject: |
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yes! i love the system!
i don't think it's very realistic, but it's very playable! _________________ Brimli, Dwarven Fighter |
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alhoon Frequent Tentacle Issues

Joined: 10 Mar 2007 Posts: 96 Location: Chania, Greece.
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Posted: Fri Mar 16, 2007 12:48 am Post subject: |
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Where can I find these additions? I live in Greece and I don't have access to past Dragon magazines. _________________ Don't call every undead wizard a lich! |
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Cab Rules over Alphatia!
Joined: 07 Mar 2007 Posts: 125 Location: Cambridge
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alhoon Frequent Tentacle Issues

Joined: 10 Mar 2007 Posts: 96 Location: Chania, Greece.
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Posted: Sat Mar 24, 2007 3:48 am Post subject: |
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Well, it is a cool site and all, very enlightening... but I didn't find anything useful rulewise except some very weird micro managing rules about how much someone eats etc.  _________________ Don't call every undead wizard a lich! |
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ExTSR Rabbit
Joined: 25 Mar 2007 Posts: 23 Location: Wisconsin Northwoods, USA
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Posted: Sun Mar 25, 2007 6:02 pm Post subject: Re: The dominion system |
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| alhoon wrote: | | Changes I have made: |
As noted above, try to stay closely aware of the effects of the changes, especially as regards net revenues to the PC. You don't want them to become lazy, fat, and happy with their riches...
:smt002 |
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alhoon Frequent Tentacle Issues

Joined: 10 Mar 2007 Posts: 96 Location: Chania, Greece.
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Posted: Wed Mar 28, 2007 4:59 pm Post subject: |
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Nope. Instead they earn far less than before. No more Huge armies by squeezing the peasants to feed them with 10gp/pfamily standard income.
It should be noted, that the way my games are, nobles have money but not extremely many. Salt tax becomes very important since the cost of managing your direct vassals (holidays, army to keep the peace a la medevial, Rome etc Total war) has increased relatively.
And of course, because numbers speak best: A baron with 30000 peasants (productive, children are +40%) earns about 25000 gold per month and has to pay salt taxes etc from there on. BTW: No XP for that kind of income! Instead they get XP for defeating "problems" (you either charge the dragon or bribe him to attack your pesky neighbohr. You go in the city under cover to find the assassins or hire very skilled detectives to uncover them etc). _________________ Don't call every undead wizard a lich! |
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necronmancer Tenderfoot
Joined: 01 Feb 2008 Posts: 1
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Posted: Fri Feb 01, 2008 4:51 am Post subject: Re: The dominion system |
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| alhoon wrote: | To my knowledge and opinion, the Dominion system of the D&D (Companions set, Cyclopedia) is the best system I have seen for building up/running Fiefdoms, baronies, etc. I still use the same system (with some adjusting I did over ... 15 years) for dominions.
The system can be used with 3rd edition easily and can be combined with the very good guide to strongholds ascessory of 3rd edition.
Changes I have made:
- I changed from the standard "Hex" map to... nothing. I.e To area. The area of a small hex (the 8miles diameter one) is roughly 96 sq miles.
- I made adjustments to the Confidence level checks.
- I changed the "Peasant Family" count for taxes to counting Adults. I.e The tax income comes from Adults not PF.
- I changed the resource income values. It is still done by PFamilies but it is not "default" i.e a PFamily working the Count's cows doesn't pay more than a PF working the Count's chicken since cows are more profitable. The same goes for vegetable income and mining income.
Gold mines now generate much, much more money than say... coal mines.
- I changed the payment of the various soldiers. |
Alhoon:
Those sound like great changes. Useful and also simple. I was wondering if you could post your exact tweaks as I'd be interested in incorporating them into my game.
Cheers! |
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