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Stronghold Builder's Guidebook (Dungeons & Dragons Accessory)

Stronghold Builder's Guidebook (Dungeons & Dragons Accessory)

List Price: $21.95
Your Price: $14.93
Product Info Reviews

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Rating: 2 stars
Summary: Heavily padded, like most 3rd Edition D&D books from WOTC
Review: This book has the basics of "stronghold" construction, of course, and some of the rules are quite helpful, especially the advice on how and where to build a stronghold, and how and when to defend -- or attack! -- one. However, instead of providing solid historical examples of REAL strongholds and ACTUAL sieges, the authors pad the book in the typical 3rd edition style favored by WOTC ("Wizards of the Coast" -- D&D's current publisher).

For example, instead of saying that a spell is Reversible, as in 2nd edition, 3rd edition allows writers to simply rewrite the same basic paragraph over and over again. Millions of 2nd edition players were expected to be able to figure out that a reversible ward, or protection, or barrier against (e.g., Evil, Chaos, etc.) would work against the opposite alignment if the spell was simply reversed. In 3rd edition, these are ALL separate spells, not just variations on a theme, so if a spellcaster can place a Protection From Evil spell on a wall, for instance, the 3rd edition writers have the opportunity to insert three nearly identical paragraphs into the same section for the spells Protection Against Good, Protection Against Law, Protection Against Chaos, etc.

This cheating of readers (and especially buyers!) is carried on in the Stronghold Builder's Guidebook and amplified. The writers, for example, describe a "Bedroom, Basic," but don't add one or two sentences that "Fancy" and "Luxurious" variants take up this much extra space, cost this much extra gold, and need these staff members. Instead, we are treated to a separate section on "Bedroom, Fancy," and "Bedroom, Luxurious." ONCE might have been tolerable as an example, but this happens over and over again: we do not REALLY need, but the writers dump on us, repeated descriptions of "Basic," "Fancy," and "Luxurious" spaces in the stronghold for everything from bathrooms (despite the fact that, as the writers describe, the Medieval toilet was a "garderobe," a room with a hole which allowed the human waste to fall outside the castle wall) to throne rooms. ONE description of the difference between the three categories of space would have sufficed, but the reader must endure numerous repetitions of this type of room and that type of room as it ranges from a dirt floor with no staff member to one with marble floors and one or more servants.

All of the space wasted by repetitions could have been used for additional information about (for example) ALL of the staff needed for the stronghold and detailed descriptions of what their jobs are, or the many different types of siege equipment which might be brought in and the best ways to defend against them (there is a website for amateur siege engine makers which DOES provide that information, though -- just in case someone attacks your own, mundane home with a catapult or trebuchet!).

One area where there was a huge gap was the failure to establish the "Siege Engineer" as a prestige class (a gap filled by an article in "Dragon" magazine, which allowed the company to rake in even more money by filling a gap which they themselves had created).

Another huge gap which this reviewer noticed was the description of the counter-siege: an encirclement of a besieging army by allies of those besieged in a stronghold; many times in history a besieging army has been driven off or destroyed by a counter-siege, but we're talking about PC's and NPC's here, and they deserve to be told (or reminded) that one of Julius Caesar's greatest victories was in a siege directed against the Gallic King Vercingetorix and the counter-siege laid around Caesar's army by the tribes allied to Vercingetorix; although caught between the hammer and the anvil, Caesar and his men defeated the allied force AND took Vercingetorix and his fortress -- just the sort of inspirational story a player needs to know of, even if it is rephrased in Dragonlance or Forgotten Realms terms.

Still another huge failing is the lack of information about the realities of BEING a castellan -- how are the farmers treated? Are they free peasants or serfs, or slaves? Are the field workers marched off with the castellan's army when s/he goes off to wage war? What is the appropriate tax level which a Lawful Good castellan may impose? What about swearing fealty to the local Lord or Monarch? Players interested in those details should skip this book and buy the game "Stronghold," available for both the Mac and (broken) Windows. At $4 or $5 --used -- this book isn't a bad buy (bearing in mind that the "Siege Engineer" and who knows what else were published separately in "Dragon"). Anyone who can afford to pay full price, however, should look instead at books on war and fighting published by AEG, Mongoose, and other D20 System publishers -- the information in their books is fully compatible with D&D, and THEY don't pad their books with endless repetitions (bad grammar and typos, maybe, but not endless repetitions!).

Rating: 5 stars
Summary: A great source book for 3rd ed. D&D
Review: This is a great book for both dungeon masters and players alike. DMs can use it to make extremly cool Lairs for their villans and what player hasn't dreamed of their character owning a huge fortress of their own? It has rules for makeing the buildings themselves, how much time and money it takes to build it and all sorts of magical proerties to add for flavor (such as flying, now you can actually have that castle in the sky that song talks about). It also tells you how many gaurds and workers you should hire based on the stronghold you design. There's a whole chapter on how to use traps and spells to defend your new lair. I'm going to use this book when ever I add a new Stronghold to my campaign setting and I think a lot of other DMs would benifit from doing so as well. Over all a great buy.

Rating: 5 stars
Summary: Finally a useful stronghold building book..
Review: This is a great resource for dungeon master who wants players to use their excess gold on something other than trying to purchase excess magic items.

The book describes how to create everything from a castle or tower to a store or inn. It also explains how existing dungeons can be retrofitted by an enterprising party. The best part is that the book contains a lot of cool stuff that costs a lot of money and thus entices players to reduce their gold pieces in a way that does not imbalance your game.

The best part is that this book will give players options at nearly any stage of their careers. A player can start an inn/tavern for under 15,000 gp... or blow 100,000 gp on that platform of telekinesis they need to impress their friends.

This book enticed my players to spend over 1.5 million excess gold pieces accumulated over nearly 5 years... this alone has gone a long way in balancing the campaign again and made them interested in finding more treasure to improve their strongholds.

Rating: 5 stars
Summary: It's all good!
Review: Well, where to start? This book is a complete guide to building, attacking, and defending a castle.
It includes 5 sample strongholds, because during your first stronghold, it'll be a bugger to have put in far too many guest bedrooms, especially if you had to drop your awesome arcane lab to make them all fit.
If you like to map stuff out, (even if you don't actually play D&D, just read it, like me) buy it.
Pure candy.

Rating: 4 stars
Summary: Very Good supplement
Review: While I really didn't have any need for this supplement for any of my campaigns. I am glad I bought it anyway.

This is the perfect way to easily design castles, keeps, or any other fortress you can think of. There are detailed descriptions of each of the components (rooms and such) you can place in your stronghold. There are even details such as the location and climate surrounding your stronghold that influence price etc. All the while, it remains easy to calculate details.

While I do wish there were more layouts of the components - there aren't that many considering the amount of components listed - I have few complaints about this supplement.

Rating: 3 stars
Summary: Missing the most important part - combat rules
Review: Wizards dropped the ball on this one. This book would have been a perfect place to introduce mass combat rules - instead the book basically tells the DM to just decide on the outcome of battles and role-play the PC combat portions. Weak.

The rest of the book is fairly well-done, although it does gloss over the fortress-building process. I'd recommend "Castle" by David Macaulay for a graphic presentation of the actual construction.


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