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Bastion rules: every pub owner is at least 13th level
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<blockquote data-quote="Yaarel" data-source="post: 9160011" data-attributes="member: 58172"><p>The core rules need a Bastion system − to represent home, hideout, business, fortress, school, ship, etcetera. It is useful for the Players Handbook in its Economy chapter with its Lifestyle, Equipment, Livestock, and Hirelings to also include a Bastion section for real estate development. Bastion can improve Lifestyle. Any Bastion can be a gold sink.</p><p></p><p>Magic is a normal part of D&D settings. Avoid mundane-only options. Bastions like extradimensional <em>Mordenkainens Magnificent Mansion</em> are appropriate in the Players Handbook. So is hiring spellcasters to construct a Bastion speedily and alter it magically. To bind a <em>Protection from Evil</em> effect to a Bastion can be standard even at the level-1 tier. There is a reason why Vampires cant enter homes unless invited. The same can apply to Fey and Astral creatures. Access to the <em>Teleportation Circle</em> of a Bastion is likewise standard at the level-9 tier. Generally magic from spells are fine in the Players Handbook, even when a "Bastion" is able to have them with an enduring duration resembling <em>Permanency</em>.</p><p></p><p>Gate the political influence that a Bastion implies, by tier. I now use the formula 10 ^ (1+level / 2) to determine Fame. So, at level 9 (= 10^5) the character is influential to about 100,000 persons. This can mean the mayor of a town, a successful local business, a feared villain, or whatever the character concept is.</p><p></p><p>The "special enhancements" that grant the creation or discovery of magic items can be in the DMs Guide as variant rules for a Bastion. The magic item rules need to motivate adventures. There can be quests to find special magical ingredients to create one, quests to acquire one elsewhere, or quests to undertake an adventure that the use of a magic item implies. Perhaps all Bastion-created magic items are Sentient, with a personal relationship with its creator, the Bastion owner. Or perhaps, the item can be an extension of its creator, who imbues a part of ones soul into the item, thus becoming remotely present wherever the item is to some degree. Magic items created via "special" rules can be distinctively flavorful.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9160011, member: 58172"] The core rules need a Bastion system − to represent home, hideout, business, fortress, school, ship, etcetera. It is useful for the Players Handbook in its Economy chapter with its Lifestyle, Equipment, Livestock, and Hirelings to also include a Bastion section for real estate development. Bastion can improve Lifestyle. Any Bastion can be a gold sink. Magic is a normal part of D&D settings. Avoid mundane-only options. Bastions like extradimensional [I]Mordenkainens Magnificent Mansion[/I] are appropriate in the Players Handbook. So is hiring spellcasters to construct a Bastion speedily and alter it magically. To bind a [I]Protection from Evil[/I] effect to a Bastion can be standard even at the level-1 tier. There is a reason why Vampires cant enter homes unless invited. The same can apply to Fey and Astral creatures. Access to the [I]Teleportation Circle[/I] of a Bastion is likewise standard at the level-9 tier. Generally magic from spells are fine in the Players Handbook, even when a "Bastion" is able to have them with an enduring duration resembling [I]Permanency[/I]. Gate the political influence that a Bastion implies, by tier. I now use the formula 10 ^ (1+level / 2) to determine Fame. So, at level 9 (= 10^5) the character is influential to about 100,000 persons. This can mean the mayor of a town, a successful local business, a feared villain, or whatever the character concept is. The "special enhancements" that grant the creation or discovery of magic items can be in the DMs Guide as variant rules for a Bastion. The magic item rules need to motivate adventures. There can be quests to find special magical ingredients to create one, quests to acquire one elsewhere, or quests to undertake an adventure that the use of a magic item implies. Perhaps all Bastion-created magic items are Sentient, with a personal relationship with its creator, the Bastion owner. Or perhaps, the item can be an extension of its creator, who imbues a part of ones soul into the item, thus becoming remotely present wherever the item is to some degree. Magic items created via "special" rules can be distinctively flavorful. [/QUOTE]
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