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Combing through UA7.5, a DM's perspective
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<blockquote data-quote="tetrasodium" data-source="post: 9157369" data-attributes="member: 93670"><p>[spoiler="Level13 Special Facilities"]</p><ul> <li data-xf-list-type="ul"><strong>Archive:</strong>Kind of like the theater or training area but for granting advantage on int based skills <ul> <li data-xf-list-type="ul">Being a level 13 facility made superfluous by anyone in the party having the guidance cantrip or deciding to say "oh I'll help" without needing to wait till they can issue a research order on a bastion turn this <em>really</em> shows how limited (dis)advantage is compared to the old <a href="https://www.enworld.org/threads/giving-an-ad-d-feel-to-5e.679228/page-7#post-8241363" target="_blank">+2/-2</a>. Those other facilities had additional options like allowing multiple PCs to participate or gaining temp proficiency, this one allows the casting of a spell with <a href="https://www.youtube.com/watch?v=WdAUuV8mmO0&t=1702s" target="_blank">some issues</a> for the GM. </li> <li data-xf-list-type="ul">Having this return results as if casting legend lore & granting advantage on int checks is a little questionable though since there is only one int based class slated for 2024phb & that class (wizard) can already cast it for quite a few levels by level 13. Yes that spell can also be cast by bard/cleric/cleric:knowledge domain/warlock:the undying , but spending a bastion turn to cast a spell that the int based class has been able to cast for 4 levels makes me feel like there should be a secondary option that fits the needs of the single int based class a bit better with this.</li> </ul></li> <li data-xf-list-type="ul"><strong>Meditation Chamber: </strong>This is one I was a bit worried about when I first saw it listed on pg7, but I'm glad that my worries were unfounded. It's hard not to see the obvious bones this throws to fans of <a href="https://tvtropes.org/pmwiki/pmwiki.php/Main/SpiritCultivationGenre" target="_blank">cultivation genre</a> type fantasy& for a change I think it does a nice job of weaving a bit of its tropes into d&d without forcing the GM to adapt d&d/their world around those tropes like one particular class often does. <ul> <li data-xf-list-type="ul"><em><u>I'm a fan of this </u></em>& could even see myself giving a weaker version that only does one saving throw type to a player at lower levels if they were into mixing those kinds of themes with their PC. As a GM I think doing that would be dramatically less disruptive than some of the efforts to shoehorn in a whole semi-religious monastic order & such inspired by anime or a 70's tv show about an ascian guy starring an American that was written by an American before a statistically significant chunk of my players were even born.</li> </ul></li> <li data-xf-list-type="ul"><strong>Menagerie</strong>: It feels like there was an omission in this one. I'm glad this takes the time to add words about some monstrosities with GM approval being good to go here since there are a lot of monstrosities that are basically just beasts with a magic power(ie winter wolves blink dogs hell hounds etc). <ul> <li data-xf-list-type="ul">I'm not really sure what this actually <em>does</em> absent the GM houseruling stuff in though & feel like there should be more clarity. Beasts & some monstrosities can be recruited & housed here... They also count as hirelings & will help defend your bastion if attacked. Plenty of other facilities provide defenders & even if the GM extends the hirelings rule on pg5 a CR3 creature is going to be of minimal help to a level 13 PC for any reason other than its ability to leap on the sword for them. </li> </ul></li> <li data-xf-list-type="ul"><strong>Observatory</strong>: I'm at a complete loss for words on this one. I went in expecting something with scrying & instead found that is basically allows someone to cast one of a few spells via charm of darkvision heroism or vitality</li> <li data-xf-list-type="ul"><strong>Pub</strong>: That research order letting players send their bartender out to get the word on what's going on in the area is super useful to me as a GM. It's just disappointing that there's really nothing similar with appropriate themes applied available to any of the other bastions. In fact it's so useful I'd say that a limited version should be a base option for bastion turns that only returns what the GM feels is relevant to the type of bastion itself <ul> <li data-xf-list-type="ul">The <s>cocktails</s>TotallyNotJustPotions list don't say if the "drink" needs to be imbibed on site or if it can be taken on the road in order to start that 24hr timer later.</li> <li data-xf-list-type="ul">On a silly note I have to wonder what you sub out to make a <a href="https://www.midori-world.com/recipes/midori-spiders-kiss/" target="_blank">spiders kiss</a> into a Kiss of the Spider Queen <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </li> </ul></li> <li data-xf-list-type="ul"><strong>Reliquary</strong>: There are bastions that seem to function as literal gold piece pressing mints above in both the level 5 & 9 bastions (storehouse & gambling hall)</li> </ul><p></p><p>[/spoiler]</p><p>Some interesting options across these. The limitations of (dis)advantage compared to past analogs like <a href="https://www.enworld.org/threads/giving-an-ad-d-feel-to-5e.679228/post-8241363" target="_blank">DMs best friend</a> is really starting to raise its head & some of the options should probably be </p><p></p><p>[spoiler="Level17 Special Facilities"]</p><ul> <li data-xf-list-type="ul">Demiplane: The temphp is pretty cool but the scry-immune is almost more of a solution in search of a problem<ul> <li data-xf-list-type="ul">It's not stated if the nonmagical objects created can be taken out of the demiplane or not but luckily the restrictions on what can be created avoids players creating casks of saffron & <a href="https://www.totalwine.com/spirits/brand/macallan" target="_blank">other</a> nonmagical things that might be more valuable than gold.</li> </ul></li> <li data-xf-list-type="ul">Guildhall: a wide array of storyboard panels in search of a GM... Most of the options seem pretty far into the "huh... could be neat but kinda far into edge case specific niches". As a level 17 thing though odds are great that this is going to really only get seen during one shots where usefulness can be expected </li> <li data-xf-list-type="ul">Sanctum: Wow this is pretty powerful & kinda neat</li> <li data-xf-list-type="ul">War Room: Kinda niche. I could see it maybe fitting certain types of adventures where the NPCs go be the distraction while players do the adventurer thing</li> </ul><p></p><p>[/spoiler]</p><p>Some of these are so far from merely being "not balanced against each other" that they almost seem designed for an entirely different subsystems... I'm not sure what to say other than </p><p></p><p>[spoiler="final thoughts"]</p><p>Splitting this off into a spoiler to keep it from blurring into thoughts on the level 17 options or something.</p><p></p><p>The rules are explicit about the GM being free to change the length of a bastion turn to something other than 7 days, but then the bastions themselves switch back & forth between 7 days & bastion turn. That makes it difficult for the GM to start making changes to bastion turn length without a stampede of "my X says 7 days, are you <em>nerfing</em> that too?" & similar. Right now it's a tossup how much of that term shift is deliberate & how much of that could be the result of work in progress rules. If deliberate though it's a bit backwards in those cases where it should be something along the lines of "until the next bastion turn☆" with a footnote somewhere about checking with the GM if there should be an exception for ☆'d item when bastion turns have had their length adjusted up or down.</p><p></p><p>Poison worked great in past editions when adventurers actually put life and limb on the line & often needed every edge they could eke out. In 5e PHB197 makes adventuring a lower risk career than commoner & farmer while monsters are woefully unequipped for PCs even before adding feats magic items & poisoned weapons to PCs. Poisoned weapons have a habit of becoming permanent unless the GM tracks it for players, it should really be limited to single attacks or till the next rest/roll of initiative & balanced accordingly</p><p></p><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9157369, member: 93670"] [spoiler="Level13 Special Facilities"] [LIST] [*][B]Archive:[/B]Kind of like the theater or training area but for granting advantage on int based skills [LIST] [*]Being a level 13 facility made superfluous by anyone in the party having the guidance cantrip or deciding to say "oh I'll help" without needing to wait till they can issue a research order on a bastion turn this [I]really[/I] shows how limited (dis)advantage is compared to the old [URL='https://www.enworld.org/threads/giving-an-ad-d-feel-to-5e.679228/page-7#post-8241363']+2/-2[/URL]. Those other facilities had additional options like allowing multiple PCs to participate or gaining temp proficiency, this one allows the casting of a spell with [URL='https://www.youtube.com/watch?v=WdAUuV8mmO0&t=1702s']some issues[/URL] for the GM. [*]Having this return results as if casting legend lore & granting advantage on int checks is a little questionable though since there is only one int based class slated for 2024phb & that class (wizard) can already cast it for quite a few levels by level 13. Yes that spell can also be cast by bard/cleric/cleric:knowledge domain/warlock:the undying , but spending a bastion turn to cast a spell that the int based class has been able to cast for 4 levels makes me feel like there should be a secondary option that fits the needs of the single int based class a bit better with this. [/LIST] [*][B]Meditation Chamber: [/B]This is one I was a bit worried about when I first saw it listed on pg7, but I'm glad that my worries were unfounded. It's hard not to see the obvious bones this throws to fans of [URL='https://tvtropes.org/pmwiki/pmwiki.php/Main/SpiritCultivationGenre']cultivation genre[/URL] type fantasy& for a change I think it does a nice job of weaving a bit of its tropes into d&d without forcing the GM to adapt d&d/their world around those tropes like one particular class often does. [LIST] [*][I][U]I'm a fan of this [/U][/I]& could even see myself giving a weaker version that only does one saving throw type to a player at lower levels if they were into mixing those kinds of themes with their PC. As a GM I think doing that would be dramatically less disruptive than some of the efforts to shoehorn in a whole semi-religious monastic order & such inspired by anime or a 70's tv show about an ascian guy starring an American that was written by an American before a statistically significant chunk of my players were even born. [/LIST] [*][B]Menagerie[/B]: It feels like there was an omission in this one. I'm glad this takes the time to add words about some monstrosities with GM approval being good to go here since there are a lot of monstrosities that are basically just beasts with a magic power(ie winter wolves blink dogs hell hounds etc). [LIST] [*]I'm not really sure what this actually [I]does[/I] absent the GM houseruling stuff in though & feel like there should be more clarity. Beasts & some monstrosities can be recruited & housed here... They also count as hirelings & will help defend your bastion if attacked. Plenty of other facilities provide defenders & even if the GM extends the hirelings rule on pg5 a CR3 creature is going to be of minimal help to a level 13 PC for any reason other than its ability to leap on the sword for them. [/LIST] [*][B]Observatory[/B]: I'm at a complete loss for words on this one. I went in expecting something with scrying & instead found that is basically allows someone to cast one of a few spells via charm of darkvision heroism or vitality [*][B]Pub[/B]: That research order letting players send their bartender out to get the word on what's going on in the area is super useful to me as a GM. It's just disappointing that there's really nothing similar with appropriate themes applied available to any of the other bastions. In fact it's so useful I'd say that a limited version should be a base option for bastion turns that only returns what the GM feels is relevant to the type of bastion itself [LIST] [*]The [S]cocktails[/S]TotallyNotJustPotions list don't say if the "drink" needs to be imbibed on site or if it can be taken on the road in order to start that 24hr timer later. [*]On a silly note I have to wonder what you sub out to make a [URL='https://www.midori-world.com/recipes/midori-spiders-kiss/']spiders kiss[/URL] into a Kiss of the Spider Queen :D [/LIST] [*][B]Reliquary[/B]: There are bastions that seem to function as literal gold piece pressing mints above in both the level 5 & 9 bastions (storehouse & gambling hall) [/LIST] [/spoiler] Some interesting options across these. The limitations of (dis)advantage compared to past analogs like [URL='https://www.enworld.org/threads/giving-an-ad-d-feel-to-5e.679228/post-8241363']DMs best friend[/URL] is really starting to raise its head & some of the options should probably be [spoiler="Level17 Special Facilities"] [LIST] [*]Demiplane: The temphp is pretty cool but the scry-immune is almost more of a solution in search of a problem [LIST] [*]It's not stated if the nonmagical objects created can be taken out of the demiplane or not but luckily the restrictions on what can be created avoids players creating casks of saffron & [URL='https://www.totalwine.com/spirits/brand/macallan']other[/URL] nonmagical things that might be more valuable than gold. [/LIST] [*]Guildhall: a wide array of storyboard panels in search of a GM... Most of the options seem pretty far into the "huh... could be neat but kinda far into edge case specific niches". As a level 17 thing though odds are great that this is going to really only get seen during one shots where usefulness can be expected [*]Sanctum: Wow this is pretty powerful & kinda neat [*]War Room: Kinda niche. I could see it maybe fitting certain types of adventures where the NPCs go be the distraction while players do the adventurer thing [/LIST] [/spoiler] Some of these are so far from merely being "not balanced against each other" that they almost seem designed for an entirely different subsystems... I'm not sure what to say other than [spoiler="final thoughts"] Splitting this off into a spoiler to keep it from blurring into thoughts on the level 17 options or something. The rules are explicit about the GM being free to change the length of a bastion turn to something other than 7 days, but then the bastions themselves switch back & forth between 7 days & bastion turn. That makes it difficult for the GM to start making changes to bastion turn length without a stampede of "my X says 7 days, are you [I]nerfing[/I] that too?" & similar. Right now it's a tossup how much of that term shift is deliberate & how much of that could be the result of work in progress rules. If deliberate though it's a bit backwards in those cases where it should be something along the lines of "until the next bastion turn☆" with a footnote somewhere about checking with the GM if there should be an exception for ☆'d item when bastion turns have had their length adjusted up or down. Poison worked great in past editions when adventurers actually put life and limb on the line & often needed every edge they could eke out. In 5e PHB197 makes adventuring a lower risk career than commoner & farmer while monsters are woefully unequipped for PCs even before adding feats magic items & poisoned weapons to PCs. Poisoned weapons have a habit of becoming permanent unless the GM tracks it for players, it should really be limited to single attacks or till the next rest/roll of initiative & balanced accordingly [/spoiler] [/QUOTE]
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