“I think its safe to say that I have never seen a set of rules and guidelines for stronghold and dominion management in any other D&D game (or even any other game remotely similar to D&D) that were this complete. The mechanics in the BECMI/Rules Cyclopedia books pale in comparison. Even Pendragon, which probably has the most detailed rules on manors that I’d seen systematized until now, doesn’t really match up. You get complete rules for just what kind of stronghold each class can make, how many followers it will attract, what every little bit of it will cost, how many peasant families you can attract and support, and what kind of revenue you can collect. On top of that you get rules for how to expand your domain, what kind of various expenses are involved on a regular basis, rules and tables for being a vassal of a lord or king, morale rules for your dominion to see if the peasants are revolting, rules for building and running villages, towns and cities, and building and managing markets.”
Charlatan wrote: James: I think the legacy limitation to swords is at least partially an attempt to shore up fighters (and to a lesser extent thieves) at higher levels:
- few classes could actually use swords
- the magical treasure tables tilted strongly to swords
- the most powerful weapons were all swords
Given that sword use is more prevalent in ACKS, and Fighters are juiced up in other ways, it's possible that restricting this phenomenon to swords is not necessary. I'm also sure I'm not the only one that ever introduced a non-sword with a will into their game :)
Dan:
No it's definetly a legacy thing and had nothing to do with notions of game balance. Magic swords were the first treasures in Blackmoor and one of the first things he created. He wrote this in FFC
"The Magic Swords of Mythology are varied creatures that can give greal power to their owners, who sometimes are helpless without them. Only Swords have these powerful variations and capabilities. Other weapons being relegated to lesser bonuses due to their shapes, that do not lend themselves to magical incantations."
Alex - The special powers thing looks good to me and fits right with the FFC swords. It's worth noting that the magic sword creation rules, edited by Gygax from the Arneson's sword creation manuscript as printed in the FFC, are unchanged in every edition of D&D from OD&D to RC and also AD&D to at least 2nd edition. (maybe more - I never yet read the Wotc rulebooks).
Thanks for the feedback, Dan! It's a very interesting exercise in game archaeology. Funny that so much of what is in the game is the legacy of one man's poorly-understood notes, as interpreted by someone else.
Yeah, that's true and a pretty apt summary. Of Course, Gygax understood Arnesons' notes pretty well though, because he had the luxury of talking etc. with Dave for months and vice versa, as they worked on the initial rules. Those correspondences and conversations seem to have dropped off when Gary prepared to publish, but the game was well developed by then.
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