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Differences on Player Housing

Differences between by and the current version
==== Eligibility ==== * **Acquisition:** Obtain housing after completing your first major quest. * **Acquisition Method:** Purchase or build your home through in-game actions (e.g., buying property, completing a building project). ==== Housing Eligibility ==== **When You Can Acquire Housing** Players may purchase or build housing after completing their first major quest or upon reaching Level 3 (or higher). Housing must be obtained through in-character (IC) means, such as purchasing property in Frosthaven, Ironhearth, or another settlement. **Housing Types:** Players can choose from predefined options (e.g., small apartments, shared barracks, or standalone homes) or work with the DM to create custom housing options. ==== HousingTypes & Costs ==== ---- Initial Purchase ---- Costs vary based on location, size, and features. Examples: **SmallBasic ---- * Shared Room (Shared Barracks or Inn):**Inn/Barracks): 50-100 gold. **Modest Apartment:**p (purchase), 1-2 gp/month (maintenance) * Small Apartment: 200-500 gold. **Standalone House:**p (purchase), 5-10 gp/month (maintenance) ---- Mid-Tier ---- * Standalone House: 800-1,500 gold. **Luxurious Manor:**p (purchase), 15-25 gp/month (maintenance) ---- Luxury ---- * Manor: 5,000+ gold (requires DM approval). ---- Maintenance Costs ---- Monthly upkeep includes taxes, repairs, and utilities. **Small Room:** 1-2 gold/month. **Modest Apartment:** 5-10 gold/month. **Standalone House:** 15-25 gold/month. **Luxurious Manor:**p (purchase), 50+ gold/month.p/month (maintenance) (Requires GM approval) ==== Customization Options ==== ---- Functional Upgrades ---- * Crafting Workshop: 200 gp (bonus to crafting rolls) * Enchanted Vault: 500 gp (secure storage) * Stable: 150 gp (houses mounts/constructs) ---- Aesthetic Improvements ---- * Fine Furniture: 50-300 gp * Frostglass Windows: 200 gp * Decorative Trophies: 25-100 gp each ==== Housing Benefits ==== * Storage: Secure storage for equipment and resources. * Rest & Recovery: +1 to Constitution saves against exhaustion for the next day. * Reduced long rest downtime (DM's discretion). * Crafting/Research Bonuses: Workshops provide bonuses to relevant skills. * Social Hub: A place to meet with allies and other adventurers. ==== Housing Mechanics ==== ---- Security ---- Basic security included. **Enhancements:** * Reinforced Door (+5 to break-in DC): 50 gp * Basic Alarm Spell: 300 gp * Custom Magical Ward: 500-1,000 gp (varies by effect) ==== Maintenance ==== Failure to pay upkeep may result in penalties, such as loss of thefines or property loss. * Damage: Significant events (sieges, etc.) may cause damage, requiring repairs. * Renting/Subletting: Players can rent out their property to NPCs (rental income determined by DM). * Faction/Guild Housing: Access may be granted to faction-specific housing based on membership (e.g., Vanguard barracks, Forge Assembly workshop). ==== Upgrades & Expansion ==== * Expand: Add floors, rooms, or fines. ==== Customization ====outbuildings (requires significant resources and GM approval). * Examples: Second floor: 500-1,000 gp; Secret room: 300-800 gp; Teleportation Circle: 1,500 gp (requires significant magic). Players can upgrade or customize their homes to suit their characters' need**GM Approval: All housing purchases and preferences. Examples: ---- Functional Upgrades ---- **Crafting Workshop:** 200 gold (gives a bonus to crafting rolls). **Enchanted Vault:** 500 gold (securely stores valuable items). **Stable:** 150 gold (houses mounts or constructs). ---- Aesthetic Improvements ---- **Fine Furniture:** 50-300 gold. **Frostglass Windows:** 200 gold. **Decorative Trophies:** 25-100 gold each (based on acquired trophies). ==== Benefits of Housing ==== **Storage:** Players can securely store equipment, loot, and resources in their homes. **Rest and Recovery:** Sleeping in a personal home provides bonuses, such as: * +1 to Constitution saves against exhaustion for the next day. * Reduced downtime required for long rests (DM discretion). **Crafting and Research:** Homes with workshops, libraries, or similar upgrades provide bonuses to relevant activities. **Social Hub:** Housing can serve as a meeting place for party members or allies. ==== Housing Mechanics ==== ---- Property Security ---- By default, housing is assumed to be reasonably secure. Players may add additional defenses, such as locks, traps, or magical wards, at an additional cost. For example: **Reinforced Door:** 50 gold (increases DC to break in by +5). **Basic Alarm Spell (permanent):** 300 gold. **Custom Magical Ward:** 500-1,000 gold (varies by effect). ---- Property Damage ---- If the house is attacked or caught in a significant event (e.g., siege, Abyssal incursion), it may sustain damage. Repairs willmodifications require time and gold, depending on the extent of the damage. ---- Renting or Subletting ---- Players can rent out their property to NPCs when traveling. Rental income is determined by the DM based on the property’s location and quality. ==== Faction or Guild Housing ==== Players aligned with factions or guilds may gain access to faction-specific housing as part of their membership. Example: The Frosthaven Vanguard may offer free barracks accommodations. **Example:** The Forge Assembly may grant access to a workshop within Ironhearth for contributing artisans. ==== Upgrades and Expansion ==== Players can expand their housing over time, adding new features as their resources grow. Expansion requires gold, materials, and potentially in-character downtime. **Examples:** * Adding a second floor to a house: 500-1,000 gold. * Building a secret room or escape tunnel: 300-800 gold. * Installing a teleportation circle: 1,500 gold and DM approval (requires magical assistance).GM approval.**