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Bastion rules: every pub owner is at least 13th level
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<blockquote data-quote="Sulicius" data-source="post: 9158801" data-attributes="member: 6896569"><p>The goal of this bastion system does not appear to be making your players adventure for gold. That is why gold is taken out of the equation.</p><p></p><p>D&D economy is borked in any case, but can you imagine? Instead of adventuring, your pc’s would be handing out loans, living off interest. Our own world runs on money, and it is a mess that I don’t want to deal with.</p><p></p><p>My guess that the bastion system was designed with these things in mind:</p><ul> <li data-xf-list-type="ul">See if people really want to built a base.</li> <li data-xf-list-type="ul">Give the players a way to build a base the way they want.</li> <li data-xf-list-type="ul">Don’t force the characters to stay at the base, but don’t let them ignore it forever either. </li> <li data-xf-list-type="ul">Give the players a way to spend gold, but with how wonky gold can be in D&D, don’t let huge amounts of gold break the system.</li> <li data-xf-list-type="ul">Let the bastion give advantages to adventurers, but don’t let them be too powerful too early.</li> <li data-xf-list-type="ul">Make the system just realistic enough that it is believable, but not realistic enough that it bogs down the game.</li> <li data-xf-list-type="ul">Give the DM a balanced framework that doesn’t cost them too much time.</li> </ul><p>Looking at it with these design goals in mind, I like the system, though it could use some work. The main problems I see come up in this thread are:</p><ul> <li data-xf-list-type="ul">D&D campaigns last a very short in-game time. Constructing a decent building takes more time.</li> <li data-xf-list-type="ul">Though people accept hit points, sorcery points, ki points, damage points, creature types, ability scores, spell slots, spell levels, hit dice, experience points and more, bastion points is weird and nonspecific.</li> <li data-xf-list-type="ul">This system doesn’t seem to be a money sink. Maybe because the money sinks don’t give mechanical benefits.</li> <li data-xf-list-type="ul">Some facilities that seem ordinary are gated behind high levels because of their mechanical combat bonuses. People want to run a tavern.</li> <li data-xf-list-type="ul">People think Strongholds & Followers is better. So far everyone that used it that I heard of, could not run it as is. Personally I couldn’t get it to work.</li> <li data-xf-list-type="ul">The system seems too complicated because it is many pages.</li> <li data-xf-list-type="ul">The system seems too game-y because it abstracts things.</li> <li data-xf-list-type="ul">The system doesn’t fit with the exact type of base someone wants to build.</li> <li data-xf-list-type="ul">This could be a chapter of 30 pages in the DMG for a system that doesn’t work in most campaigns.</li> </ul><p>I think people need to ask themselves what they want from a bastion system, and how much time they want to spend on it.</p></blockquote><p></p>
[QUOTE="Sulicius, post: 9158801, member: 6896569"] The goal of this bastion system does not appear to be making your players adventure for gold. That is why gold is taken out of the equation. D&D economy is borked in any case, but can you imagine? Instead of adventuring, your pc’s would be handing out loans, living off interest. Our own world runs on money, and it is a mess that I don’t want to deal with. My guess that the bastion system was designed with these things in mind: [LIST] [*]See if people really want to built a base. [*]Give the players a way to build a base the way they want. [*]Don’t force the characters to stay at the base, but don’t let them ignore it forever either. [*]Give the players a way to spend gold, but with how wonky gold can be in D&D, don’t let huge amounts of gold break the system. [*]Let the bastion give advantages to adventurers, but don’t let them be too powerful too early. [*]Make the system just realistic enough that it is believable, but not realistic enough that it bogs down the game. [*]Give the DM a balanced framework that doesn’t cost them too much time. [/LIST] Looking at it with these design goals in mind, I like the system, though it could use some work. The main problems I see come up in this thread are: [LIST] [*]D&D campaigns last a very short in-game time. Constructing a decent building takes more time. [*]Though people accept hit points, sorcery points, ki points, damage points, creature types, ability scores, spell slots, spell levels, hit dice, experience points and more, bastion points is weird and nonspecific. [*]This system doesn’t seem to be a money sink. Maybe because the money sinks don’t give mechanical benefits. [*]Some facilities that seem ordinary are gated behind high levels because of their mechanical combat bonuses. People want to run a tavern. [*]People think Strongholds & Followers is better. So far everyone that used it that I heard of, could not run it as is. Personally I couldn’t get it to work. [*]The system seems too complicated because it is many pages. [*]The system seems too game-y because it abstracts things. [*]The system doesn’t fit with the exact type of base someone wants to build. [*]This could be a chapter of 30 pages in the DMG for a system that doesn’t work in most campaigns. [/LIST] I think people need to ask themselves what they want from a bastion system, and how much time they want to spend on it. [/QUOTE]
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