OptionalRule
Hyperion
I've been mulling over this new Bastions system, and I'm feeling pretty conflicted about it. The concept sounds cool on paper, but I've got some real concerns about how it'll actually work in play.
I do like the general idea of players having their own base. It's a classic fantasy trope for a reason. But I'm skeptical about how well it fits with the current edition's overall design.
My biggest worry is timing. We all know most campaigns peter out before level 7. So if Bastions come into play around level 5, you'll barely have time to get it set up before the campaign ends. That feels like a lot of wasted potential.
Then there's the power level issue. Modern D&D characters are absolute powerhouses by mid-levels. It's already tough to keep them connected to the mundane world. I'm not seeing how Bastions fix that disconnect. Are we supposed to care about local bandits or infrastructure projects when we're off plane-hopping and fighting demigods? The scale just feels off.
I keep comparing this to how 1st Edition handled strongholds. You'd typically get one around 7th level, which worked because characters were less godlike and it took ages to reach those levels. The current edition's rapid leveling and high power curve don't seem to mesh well with the concept.
I do like the general idea of players having their own base. It's a classic fantasy trope for a reason. But I'm skeptical about how well it fits with the current edition's overall design.
My biggest worry is timing. We all know most campaigns peter out before level 7. So if Bastions come into play around level 5, you'll barely have time to get it set up before the campaign ends. That feels like a lot of wasted potential.
Then there's the power level issue. Modern D&D characters are absolute powerhouses by mid-levels. It's already tough to keep them connected to the mundane world. I'm not seeing how Bastions fix that disconnect. Are we supposed to care about local bandits or infrastructure projects when we're off plane-hopping and fighting demigods? The scale just feels off.
I keep comparing this to how 1st Edition handled strongholds. You'd typically get one around 7th level, which worked because characters were less godlike and it took ages to reach those levels. The current edition's rapid leveling and high power curve don't seem to mesh well with the concept.