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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I think a lot of DM's attempt to use random tables, but the fact that they can (and do) override them if they don't like the result (1st level characters killing some orcs and getting a Staff of Power) and that they'll happily reroll or just pick a result, using the chart as a guideline, has to be taken into account- in other words, there's a lot of "semi-randomization" going on.
 
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Ad hominem won't take you far, but let me rephrase my point: GMs do not roll on these tables. If they use these tables at all, they preselect the result and adjust it to be able to prepare the encounter early because rolling during the game may result in wasted time to try to prepare an encounter on the spot, which is a hassle in VTT or in real life.
In that case, allow me to rephrase my point, as well: I mentioned random encounter tables because I have used them and seen them in use at multiple tables in the recent past. So, to answer to your rhetorical question, "No, random encounter tables aren't a thing no one uses anymore."
 

I think a lot of DM's attempt to use random tables, but the fact that they can (and do) override them if they don't like the result (1st level characters killing some orcs and getting a Staff of Power), they'll happily reroll or just pick a result, using the chart as a guideline.
That's certainly a fair observation. I would never try to argue that every DM uses random tables, or that every DM who does roll on random tables accepts the results. I would only observe that some DMs do still roll on random tables and accept the results, whatever they may be.
 

Next person who takes anything I say and make any assumptions about me, my players or my game, gets added to ignore list. Wanna judge me as a DM or a player? Play a game with me first.

Mod Note:
Now threats?

Look, it is clear you are unhappy with the discussion. But you apparently don't or won't disengage on your own - you continue to engage, but get more and more angry. That road doesn't lead anywhere useful.

So, find a better way to engage, or disengage, please and thanks.
 

You stated a clear "job" for yourself... I was just curious as to what you saw the players job as.

Mod note:
With respect, Imaro, your inquiry was not worded in a particularly thoughtful way. A reasonable person could easily have taken it as rather judgmental and accusative.

Whatever your intent, that wording was part of the problem.

Maybe, when someone gets cheesed off at you, consider the possibility that it isn't entirely their fault, hm?
 

Or heck, how loyal would npc’s be to the guy who has actually raised a retainer from the dead?
I think it's +25% on Gygax's DMG charts!

OK, so I couldn't help myself and just checked - it's actually +50% on those charts, which creates a base of 100% (50% base, +50% for the resurrection). On those same tables, even a +1% further adjustment upwards (eg from CHA, or status, or whatever) will make that person fanatically loyal.

Which seems reasonable to me.
 

I called out one person for making stupid assumptions about my personal game and trying to reduce my argument to personal experience to then dismiss it and then you come along doing the exact same thing, with extra dose of acussing me of being a bad dm. I have explained in another post, that you conveniently ignored, it is a hypothetical scenario. Do you need me to refer you back to it?
If the risk is purely hypothetical - which in this context means it's purely imaginary, given that no reason has been given to think that the hypothesis is plausible - then why do we need to even worry about it?

To offer a parallel - to the best of my knowledge, every version of D&D permits a player to decide if their PC has any scars, birthmarks etc. This is not within the remit of the GM. Do we need to change that allocation of authority because I can imagine a PC deciding that their PC has some crass/vulgar/hateful symbol emblazoned on their face in the form of a scar or birthmark?

And to return to your imagined scenario: if it were to really come about that a player was playing a PC who (i) purported to be the leader of a community of devout and honourable knights, and (ii) was themself a scoundrel, and yet (iii) the player was not interested in exploring the tensions between (i) and (ii), or the consequences that (ii) might have for (i), then the problem would not be the bastion rules. The problem would be one or both of: (a) the player is not very good (or worse); (b) the player and the GM have different ideas about how they want to do their RPGing.

So because I don't run the game exactly the way you personally want, you have decided I'm a bad DM
I didn't say anything about the quality of your GMing.

the "failed author" who "should just write a book" and my players are just hopeless victims trapped on a railroad
Nor did I say either of these things.

What I did do was respond to what you described as your preferred approach to RPGing: "[The players] Play their characters and shape the world by their decisions and actions. I run reactive world that changes and responds to the PCs".

The only process you identify, for determining the consequences of PC actions, is that you make decisions - by "running a reactive world". So you are the author of the fiction. You treat the players' declared decisions and actions for their PCs as input.

As one example of the picture that I am painting, based on what I read in your post: a player has their PC say something to a NPC (eg ask for their help; offer them a bribe; tell them to go to hell), and then you as GM decide how the NPC responds, based on your conception of what the PC has done and how you imagine this NPC would respond to that.

Is that picture inaccurate? Do you use resolution processes that constrain what you as GM can describe as the consequences of the PC's decisions and actions? If you do use such processes, then by all means you should post about them!

you come off as a player who wants the complete control over the game, to detriment of the GM and the players, and who treats the GM as an enemy to defeat and wrestle control of the game from. You come to me as someone who doesn't understand, nor respect the idea of social contract and player buy-in, someone who is told the GM wants to run a nautical campaign and shows up with heavy-armored Dwarf with flaw "cannot swim" and a sacred oath to never set foot on a boat and first thing you do is sell party's ship and forcefully enlist them into an army marching to liberate your ancestral homeland in the mountains. Who then screams about having your creativity limtied when GM tells you you cannot do that and doesn't understand why other players didn't left once you've been kicked out. Is it so nice when people make assumptions about you?
Well, there's no need to make many assumptions about me, as I have dozens if not hundreds of actual play posts on these boards, mostly from the perspective of a GM (see eg my current Torchbearer game) but some from the perspective of a player (see eg this Burning Wheel actual play report).

From my actual play posts you'll be able to see that I adhere to the procedures of the game I'm playing; but also that I generally choose games whose procedures are reasonably clear, and in particular that tell the GM what decisions they are expected to make about the fiction, within what sorts of parameters.

You will also see that I enjoy playing with players who are interested in the game I'm GMing; and that I like to GM games that my players are interested in. So your player-rejects-nautical-themed-game scenario isn't one that resonates very strongly with me. For instance, when I started my Torchbearer campaign, one of the players built a PC whose hometown was a Forgotten Temple Complex and whose knowledge was Explosives-wise; when I asked where on the Greyhawk map the complex was he pointed to a hollow in the mountains on the edge of The Theocracy of the Pale; and when I asked what gods are worshipped in the temple complex, he answered - as if it should be obvious - "Gods of explosion!" Left to my own devices, I wouldn't have made an obscure explosives cult located on the edge of The Pale a prominent element of the shared fiction; but the player did that, and so it has been. Besides its inherent humour value, it has given me a basis for reframing the basic idea of the Temple of Elemental Evil in a new way that I otherwise wouldn't have thought of. Through a similar pathway of extrapolation from, and riffing on, player-introduced fiction, in this campaign Lareth the Beautiful is a Half-Elf, the Moathouse is in the Troll Fens (not too far from the Forgotten Temple Complex), and there is a village of Nulb on the edge of the Fens, but no Hommlet.

If something is not added by the player to the setting, it just doesn't exist. If player adds something but then proclaims it is their thing and I am not allowed to touch it in any way, hen it a) will not be integrated into the setting properly and break suspension of disbelief b) it communicates to me that the player doesn't trust me as a Dungeon Master and therefore that I need to pull them out and have a conversation with them and be prepared they want to leave the campaign.
Re (a) - there is no reason I know of to think that it will be true. I mean, whose suspension of disbelief is going to be harmed? That players? Why - presumably they enjoy the whole thing given that they are the one who introduced it. The other players? Why - what is it about a player-authored bastion that is going to stretch their credulity more than anything else that might be part of the shared fiction.

And why can't you build your fiction around the player's thing, just as I have built around the Forgotten Temple Complex with an explosives cult?

Re (b) - what it communicates to me is that the player wants to have their thing. That doesn't show that they don't trust you to do your thing. Unless your thing is deciding everything about the fiction other than what actions the players declare for their PCs. Which goes back to the impression you have given me of your preferred approach to RPGing.

I mean, if that is how you want to GM then it makes sense that you should not play with a player who doesn't want to play in such a game. I certainly wouldn't want to! But that's not any sort of moral failing on the part of me, or any other hypothetical player. It just means that I (or we) want a game with procedures around resolution and framing that go beyond "GM decides".
 

Or heck, how loyal would npc’s be to the guy who has actually raised a retainer from the dead?

But, of course, that couldn’t possibly inspire any loyalty.

Again, I just will never get this attitude to the game that every single thing absolutely must be under the DMs thumb or it will be abused by players.
It is not always about abuse - but what players do must matter and if it doesn't matter, the players will notice and start to act accordingly.
If encumberance is not enforced over short or long most players will just carry 500+ pounds of equipment- because they just stop caring about removing items from their item list because it doesn't matter.
If hirelings and NPCs are loyal no matter what and bastions are untouchable no matter what, players will - not trough bad faith -, just by being the usual player, exploit that because they can get an ingame advantage out of that. Players do that because they are players.
It is the curse of any game that players will optimise the fun out of it and of course that is a generalisation, but it is true for the majority of players. If their is an exploit in the game, they will use it and as a game designer such exploits must be closed.
Having a part of the game that is protected from any and all consequences of the players actions is a bug, not a feature. A design error.

So, now, I understand, that some players got abused by their DMs and now have trust issues - but no amount of "sageguards" inside the rules cab protect you from bad DMs. The only thing you (general you) can do if you not trust your DM is to leave the table. Nothing else can help.

So, but as a compromise, when a player comes to me and says that they want a safe haven - is, that I would say that I put that in the hands of the character actions.

The standard mode of the Bastion is, that it is safe. But if you as a PC put it in danger, it will be in danger.
The same for hirelings. Hirelings will be loyal, until you as a PC give them a reason not to be loyal.

So for example - if you build your Bastion in a monster infested region, with Monsters that can threaten villages and cities, of course they will also threaten your Bastion.
Or if you are hired to protect a princess from evil kidnappers of the BBEG and you bring her to your Bastion to protect her, of course they will try to sneak into your Bastion to kidnap her.

It is similiar to my Pet - Rules. Yes, you can have a pet. No, I as a DM will not harm it, for example in combat - unless you make it participate in combat, then it is fair game.

Or loyalty- yes, your servants are loyal. You are giving them safe jobs in a world full of monsters and horrors.
But if you abuse them, mistreat them or put them regularly in danger, that can change.

So in my games it is a 100% in the PCs Hands if their Bastion is safe and their Hirelings loyal, but they can't exploit that system, because I closed the loophole.

But if a Player wants an exception to the rule that their Characters Actions have Consequences, they can look for another table.
 

And if the player proactively decides to have a character build a stronghold anyway, what then? I mean, it might not get all the "bastion" mechanical benefits but otherwise, nothing changes; and IMO it's not the DM's place to disallow the player from having a character build/buy/take over a stronghold of some sort.
If it’s not a bastion, bastion rules clearly do not apply. So it’s no different to if a tried to build a stronghold under the 2014 rules. The DM is under no obligation to make it easy for the player. Bastions, like PCs, have plot armour.

I mean, a player might decide they want to build a Dyson Sphere. No reason they have to succeed.
 
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Ad hominem won't take you far, but let me rephrase my point: GMs do not roll on these tables. If they use these tables at all, they preselect the result and adjust it to be able to prepare the encounter early because rolling during the game may result in wasted time to try to prepare an encounter on the spot, which is a hassle in VTT or in real life.

That is just not true. I'm a GM and I use random tables. I usually tailor them to the setting or part of the adventure they are in, but I use random tables.
And they are no hassle. If those would be a hassle, any player decision that the DM didn't forsee would be a hassle.
 

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