D&D (2024) Dungeon Master's Guide Bastion System Lets You Build A Stronghold

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The Dungeon Master's Guide's brand new Bastion System has been previewed in a new video from Wizards of the Coast.

Characters can acquire a bastion at 5th-level. Each week, the bastion takes a turn, with actions including crafting, recruiting, research, trade, and more.

A bastion also contains a number of special facilties, starting with two at 5th-level up to 6 at 17th-level. These facilities include things like armories, workshops, laboratories, stables, menageries, and more. In total there are nearly thirty such facilities to choose from.

 

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No-one has the new DMG yet, so where are you getting this from?

An additional section from the new PHB:

The DM decides.

Now before you make more claims, come with clear proof.
Its mainly the DM style that causes the issue.

Some DM styles let the players say stuff like, "I roll Persuasion to see if I can get the guard to leave the post." This style removes the narrative interaction, and focuses on the mechanics only. The DM can still alter the DC, but generally the DM has removed oneself from the game. Algorithms can determine everything. Some DMs do this on purpose because they are focusing on a chesslike combat game. The rest of the game is background scenery for the combat scenes.
 

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Its mainly the DM style that causes the issue.

Some DM styles let the players say stuff like, "I roll Persuasion to see if I can get the guard to leave the post." This style removes the narrative interaction, and focuses on the mechanics only. The DM can still alter the DC, but generally the DM has removed oneself from the game. Algorithms can determine everything. Some DMs do this on purpose because they are focusing on a chesslike combat game. The rest of the game is background scenery for the combat scenes.
Oh sure, but the rules are pretty clear on the intent of the influence action.
Influence (page 369)
With the Influence action, you urge a monster to do something. Describe or roleplay how you're communicating with the monster. Are you trying to deceive, intimidate, amuse, or gently persuade? The DM then determines whether the monster feels willing, unwilling, or hesitant due to your interaction; this determination establishes whether an ability check is necessary, as explained below.
In the end, I don't think much has changed at all. Especially considering the codified stuff for the Influence action was already in the DMG under Resolving Social Interactions (page 244).
 

It just gets really tiresome. You clearly enjoy talking about the game, but some people are puzzled by the negativity about a game you don't play.
I play a similar game, and a lot of 5e talk applies to the ruleset in general.

Plus, the social contract means I don't always get to decide not to play 5.5, if I want to play. A good friend who often DMs for us is interested in 5.5, so I expect it's going to come up.

We don't always get to play our preference.
 

I play a similar game, and a lot of 5e talk applies to the ruleset in general.

Plus, the social contract means I don't always get to decide not to play 5.5, if I want to play. A good friend who often DMs for us is interested in 5.5, so I expect it's going to come up.

We don't always get to play our preference.
Wait, so it is a personal issue? This is where the confusion sets in.
 

It just gets really tiresome. You clearly enjoy talking about the game, but some people are puzzled by the negativity about a game you don't play.

Personally, I GM'd D&D for 40 years and I might do so again, so while I no longer run D&D as of 2 weeks ago when my Stonehell 5e campaign concluded, I still have a keen interest in whether WoTC is looking to right the ship, or dig the hole deeper. I'm also interested in what sort of play culture they are creating among new players.
 

I play a similar game, and a lot of 5e talk applies to the ruleset in general.

Plus, the social contract means I don't always get to decide not to play 5.5, if I want to play. A good friend who often DMs for us is interested in 5.5, so I expect it's going to come up.

We don't always get to play our preference.
Indeed yes. Two of the GMs in my group run 5e, they're not interested in learning new systems. If I want to play with them - and I do - it's going to be 5e. One of them is a writer and reckons she needs to stick with 5e for financial reasons. The other is a bit lazy. :D
 

At least they seem to have gotten rid of bastion points, but damn it is still a stupid system.
Hard Level Caps, Bastion turns, Meta-Limits on how much or what you can make that ate not supported by Ingame-Reality ...

A good system doesn't need all that.

Just give us a list of "rooms", with building costs, building time, effects (income per week, research, crafting), and possible Upgrades (like you can start with a shabby pub for just 10 Gold! It is just a Shed with a shabby table, 4 not matching chairs and a wobbly counter, that spells the cheapest ale and wine, but if you spend a 100 Gold you can upgrade it to a Modest pub ...).
Then give us a template, guidlines and some example for hirelings.

Then you base it all on Weeks instead of stupid meta Bastion turns.

You don't use hard level caps, you use time and money and ingame ressources (certain NPCs, magical items, special materials ...) as a balancing tool.
Yeah, the upgrade to the magical Inn costs 10 000 Gold, so better start looting! But it doesn't matter, if you are level 3, 5 or 10 - If you habe the money, the enchanter will enchant your magical Inn for you and the Mage-Smith will work in your Smith.

If you have the money and ressoures, you can have as many special rooms as you want.
 

At least they seem to have gotten rid of bastion points, but damn it is still a stupid system.
Hard Level Caps, Bastion turns, Meta-Limits on how much or what you can make that ate not supported by Ingame-Reality ...

A good system doesn't need all that.

Just give us a list of "rooms", with building costs, building time, effects (income per week, research, crafting), and possible Upgrades (like you can start with a shabby pub for just 10 Gold! It is just a Shed with a shabby table, 4 not matching chairs and a wobbly counter, that spells the cheapest ale and wine, but if you spend a 100 Gold you can upgrade it to a Modest pub ...).
Then give us a template, guidlines and some example for hirelings.

Then you base it all on Weeks instead of stupid meta Bastion turns.

You don't use hard level caps, you use time and money and ingame ressources (certain NPCs, magical items, special materials ...) as a balancing tool.
Yeah, the upgrade to the magical Inn costs 10 000 Gold, so better start looting! But it doesn't matter, if you are level 3, 5 or 10 - If you habe the money, the enchanter will enchant your magical Inn for you and the Mage-Smith will work in your Smith.

If you have the money and ressoures, you can have as many special rooms as you want.
Have you ever used a base building ruleset? I am using the Bastion play test rules with great success, and I wonder why you feel like these are such issues.
 

It just gets really tiresome. You clearly enjoy talking about the game, but some people are puzzled by the negativity about a game you don't play.
If Micah's posts puzzle you, there is an option you can employ. And if someone wanted a discussion with only positive things being said, well, there's an option for that as well.

Personally, I feel there's always room for a counterpoint. You just have to realize that some people are extremely unlikely to change their stance about what they like or don't like. Once you've identified such a person, it's better to stop engaging them. Sure, maybe they'll think they "won" and are in the right- but you weren't ever going to convince them they are wrong, especially in matters of opinion.
 

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