D&D (2024) Bastion - Missing Facilities (ie theres no diplomacy!)

I just had a look at the Bastion Rules on DnDBeyond and strangely enough Bastions dont have a "Embassy facility" which might be used if players wanted to involve themselves in diplomacy and political manouverings.
The rules allow Spying through the Pubs Research:Gather Information action and I suppose maybe the Theatre might be reskinned - Diplomacy is all Performance afterall (its Empower Action grants a bonus 1d6 to a D20 test).

So do you think a Embassy Facility needs to be added and what would it do?

What other Special Facilities do you think would be a great addition?

FYI These are the listed Special Facilities
LevelSpecial FacilityPrerequisiteOrder
5Arcane StudyAbility to use an Arcane Focus or a tool as a Spellcasting FocusCraft
5ArmoryNoneTrade
5BarrackNoneRecruit
5GardenNoneHarvest
5LibraryNoneResearch
5SanctuaryAbility to use a Holy Symbol or Druidic Focus as a Spellcasting FocusCraft
5SmithyNoneCraft
5StorehouseNoneTrade
5WorkshopNoneCraft
9Gaming HallNoneTrade
9GreenhouseNoneHarvest
9LaboratoryNone*Craft
9SacristyAbility to use a Holy Symbol or Druidic Focus as a Spellcasting FocusCraft
9ScriptoriumNone*Craft
9StableNoneTrade
9Teleportation CircleNoneRecruit
9TheaterNoneEmpower
9Training AreaNoneEmpower
9Trophy RoomNoneResearch
13ArchiveNoneResearch
13Meditation ChamberNoneEmpower
13MenagerieNoneRecruit
13ObservatoryAbility to use a Spellcasting FocusEmpower
13PubNoneResearch
13ReliquaryAbility to use a Holy Symbol or Druidic Focus as a Spellcasting FocusHarvest
17DemiplaneAbility to use an Arcane Focus or a tool as a Spellcasting FocusEmpower
17GuildhallExpertise in a skillRecruit
17SanctumAbility to use a Holy Symbol or Druidic Focus as a Spellcasting FocusEmpower
17War RoomFighting Style feature or Unarmored Defense featureRecruit
I don't, my players would probably never use it.
 

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I'm in agreement with all of this, the design team purposely put into the DMG a very simplified system - but it's too simple and gamist. You should be able to build a pub at a fairly early level, but the benefit it turns back would be more level based. It was all just ignored, putting too much emphasis on the prizes handed out by the facility rather than the worth of the facility it's own right.
I mean, that's not really hard to do. Just say, "Oh yes, you do have a pub there, but none of the benefits. You just have a normal pub right now." At 13th level, they can invest in their pub and turn it into a "Pub". Accounting-wise, all the money goes out at once, but in-game, the character probably has been investing a bit at a time to make improvements.
 

An Aviary, for flying mounts, was one we added via homebrew when the playtest was out. Haven't checked yet to see if there is one in the final rules, but it seemed there were quite a few holes and inconsistent power levels between facilities. And then there's the storeroom <shakes head>

I will post a link in this thread when I get my houserules organized and updated.
 
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I mean, that's not really hard to do. Just say, "Oh yes, you do have a pub there, but none of the benefits. You just have a normal pub right now." At 13th level, they can invest in their pub and turn it into a "Pub". Accounting-wise, all the money goes out at once, but in-game, the character probably has been investing a bit at a time to make improvements.
Sure, you can do that (and I have), but the bastion rules were a place to codify all of that and plop it into the player's hands with very little intervention/administration required by the DM - it basically makes it a part of the character sheet.

I just don't agree with a lot of the decisions they went with the current system. I guess I wanted something more along the lines of the Stronghold Builder's guide from 3E or old Castle Guide from 2E, but not as intricate, and on the PC's shoulder's, not the DMs.
 

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