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Dungeon Master's Guide Bastion System Lets You Build A Stronghold
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<blockquote data-quote="Chaosmancer" data-source="post: 9480231" data-attributes="member: 6801228"><p>My issues with strongholds and followers are a bit two-fold, eh, let's go three-fold.</p><p></p><p>1) They are not balanced between player options. A Bard's Demense effects are all things like "the natural world is musical", "Thunder booms dramatically when dramatic things happen" and "people speak in rhyme". Meanwhile, a paladin gets "the weather is always nice and sunny", "Evil creatures that are in the sun have disadvantage on every attack, save, and ability check", "You are instantly aware of the location of any powerful evil or chaotic creature within 120 to 480 miles of your stronghold" </p><p>2) They are RIGID in their thematics. Warlocks are always evil, Paladins are always lawful good, clerics are always lawful good, thieves are always criminals, Fighters always want soldiers and war. Even if you find one or two cool ideas, if you aren't playing a highly traditional archetype for your class, you aren't going to be served by the rules as written. </p><p>3) The mechanics are not balanced for gameplay. One of the Cleric Domain Action abilities is, as a lair action, to cast 5e 2014 Contagion with Slimy Doom on every single enemy within 30 ft. It is a con save, so they are unlikely to fail, but if they do... congrats you won. It is an epic moment, but it is so powerful as to be too much. And that is one of a mutlitude of abilities you would get. </p><p></p><p>I love the concept, and it has good bones, but it needs homebrewed every time I use it.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9480231, member: 6801228"] My issues with strongholds and followers are a bit two-fold, eh, let's go three-fold. 1) They are not balanced between player options. A Bard's Demense effects are all things like "the natural world is musical", "Thunder booms dramatically when dramatic things happen" and "people speak in rhyme". Meanwhile, a paladin gets "the weather is always nice and sunny", "Evil creatures that are in the sun have disadvantage on every attack, save, and ability check", "You are instantly aware of the location of any powerful evil or chaotic creature within 120 to 480 miles of your stronghold" 2) They are RIGID in their thematics. Warlocks are always evil, Paladins are always lawful good, clerics are always lawful good, thieves are always criminals, Fighters always want soldiers and war. Even if you find one or two cool ideas, if you aren't playing a highly traditional archetype for your class, you aren't going to be served by the rules as written. 3) The mechanics are not balanced for gameplay. One of the Cleric Domain Action abilities is, as a lair action, to cast 5e 2014 Contagion with Slimy Doom on every single enemy within 30 ft. It is a con save, so they are unlikely to fail, but if they do... congrats you won. It is an epic moment, but it is so powerful as to be too much. And that is one of a mutlitude of abilities you would get. I love the concept, and it has good bones, but it needs homebrewed every time I use it. [/QUOTE]
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