So I'm the sort of DM that loves additional systems that feel like they belong. Walrock's Fortresses, Minor Skills, or the big Equipment guide from the guild are all great examples of this. I expected an expanded lifestyles to be the same: take an existing system and provide something that slots into position, feeling like a more indepth version of WOTC's content. This is not quite there yet.
Instead, you'll see a variety of perks and drawbacks for living at one of the existing lifestyles presented in D&D. Since you must have a lifestyle expense in the game, this means basically the supplement is giving you free stuff. You can spend downtime trying to make a contact (entirely dependant upon which lifestyle you are currently living), it adds 'prestige' as a social marker (it amounts to a mild random roll), and perk points (except for the two lowest lifestyles, they get no points).
The perk points are spent on rooms, things like cellars or auditoriums. Basically, by living, your domicile becomes nicer. I've seen rulesets similar to this but the fact that players can change their lifestyles weekly (adventurers have so much gold, after all, that changing lifestyles is trivial in all but the earliest levels) means it doesn't feel like it fits. Perhaps if there was more to this aspect, like giving penalties for switching lifestyles.
I recommend the author give another pass over the product. What's here is good, but feels like there's a more cohesive idea in their head than on the page. Take a look at Walrock's Fortresses product and Durnan's Guide to Tavernkeeping from the Adept program. These products maintained a clear vision and every part of the product contributed to that final output. This is a good product, but I don't feel it's a finished product.
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