OK, so I'm working on this DnD world called Nemotha which will have lots of minecraft related stuff, such as minecraft mobs, npcs, dungeons and general stuff. However, I'm struggling to work on a housebuilding system: Should the players have to gather all the needed resources, or would they be able to have a few villagers make it for them, (with them helping along, and paying the villagers later?) What sort of perks should a house give other than protection at night,?(Villages are the only safe space other than your own home, but even then they only provide so much protection.) And finally, what sort of houses should allow my players to make? I'm not sure if I want to let them to build a massive castle or just keep it small.
Feel free to come up with any other ideas for this housebuilding system, I'll happily, "borrow," them.
I guess it depends on how Minecraft-y you want this to be, since it allows you to build a house yourself within a couple of hours using nothing but literally the dirt you're standing on.
I'd probably make different tiers of houses based on materials used. Anyone can build a dirt/mud house and it provides the least amount of benefits. A wood house requires some additional work and access to wood resources, and in turn provides greater benefits. Then you have stone, and maybe from there you have piecemeal upgrades like iron gates/doors or whatever. Certain biomes might have certain minimum requirements for a house to provide adequate overnight safety - a wooden house might be okay in the plains, but won't last long in the nether.
As for scaling, I'd try to make it a progressive thing. If you can build a castle at level 1, it takes away from the sense of satisfaction and accomplishment when you build it. They should be very limited at first and progressively grow in what they can do. Everyone loves that little dopamine rush that comes when you unlock a new feature - I'd bake new building features into level or story progression as an additional reward.
I guess it depends on how Minecraft-y you want this to be, since it allows you to build a house yourself within a couple of hours using nothing but literally the dirt you're standing on.
I'd probably make different tiers of houses based on materials used. Anyone can build a dirt/mud house and it provides the least amount of benefits. A wood house requires some additional work and access to wood resources, and in turn provides greater benefits. Then you have stone, and maybe from there you have piecemeal upgrades like iron gates/doors or whatever. Certain biomes might have certain minimum requirements for a house to provide adequate overnight safety - a wooden house might be okay in the plains, but won't last long in the nether.
As for scaling, I'd try to make it a progressive thing. If you can build a castle at level 1, it takes away from the sense of satisfaction and accomplishment when you build it. They should be very limited at first and progressively grow in what they can do. Everyone loves that little dopamine rush that comes when you unlock a new feature - I'd bake new building features into level or story progression as an additional reward.
Thanks man! I'll fs use the tier system and the whole biome scaling thing: The building system from the DM's guide works for some stuff, but I'll probably improvise along the way. Again, thanks a lot man!
OK, so I'm working on this DnD world called Nemotha which will have lots of minecraft related stuff, such as minecraft mobs, npcs, dungeons and general stuff.
However, I'm struggling to work on a housebuilding system:
Should the players have to gather all the needed resources, or would they be able to have a few villagers make it for them, (with them helping along, and paying the villagers later?)
What sort of perks should a house give other than protection at night,?(Villages are the only safe space other than your own home, but even then they only provide so much protection.)
And finally, what sort of houses should allow my players to make? I'm not sure if I want to let them to build a massive castle or just keep it small.
Feel free to come up with any other ideas for this housebuilding system, I'll happily, "borrow," them.
Founder of Worldbuilder's Disease Anonymous
"Scribe modo quod lector leget."
I guess it depends on how Minecraft-y you want this to be, since it allows you to build a house yourself within a couple of hours using nothing but literally the dirt you're standing on.
I'd probably make different tiers of houses based on materials used. Anyone can build a dirt/mud house and it provides the least amount of benefits. A wood house requires some additional work and access to wood resources, and in turn provides greater benefits. Then you have stone, and maybe from there you have piecemeal upgrades like iron gates/doors or whatever. Certain biomes might have certain minimum requirements for a house to provide adequate overnight safety - a wooden house might be okay in the plains, but won't last long in the nether.
As for scaling, I'd try to make it a progressive thing. If you can build a castle at level 1, it takes away from the sense of satisfaction and accomplishment when you build it. They should be very limited at first and progressively grow in what they can do. Everyone loves that little dopamine rush that comes when you unlock a new feature - I'd bake new building features into level or story progression as an additional reward.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I guess it depends on how Minecraft-y you want this to be, since it allows you to build a house yourself within a couple of hours using nothing but literally the dirt you're standing on.
I'd probably make different tiers of houses based on materials used. Anyone can build a dirt/mud house and it provides the least amount of benefits. A wood house requires some additional work and access to wood resources, and in turn provides greater benefits. Then you have stone, and maybe from there you have piecemeal upgrades like iron gates/doors or whatever. Certain biomes might have certain minimum requirements for a house to provide adequate overnight safety - a wooden house might be okay in the plains, but won't last long in the nether.
As for scaling, I'd try to make it a progressive thing. If you can build a castle at level 1, it takes away from the sense of satisfaction and accomplishment when you build it. They should be very limited at first and progressively grow in what they can do. Everyone loves that little dopamine rush that comes when you unlock a new feature - I'd bake new building features into level or story progression as an additional reward.
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Thanks man! I'll fs use the tier system and the whole biome scaling thing:
The building system from the DM's guide works for some stuff, but I'll probably improvise along the way.
Again, thanks a lot man!
Founder of Worldbuilder's Disease Anonymous
"Scribe modo quod lector leget."