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How do you do Bastions?
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<blockquote data-quote="Shades of Eternity" data-source="post: 9546777" data-attributes="member: 10869"><p>okay here are my own assumptions.</p><p></p><p><strong>Base Camp Rules</strong></p><p><strong></strong></p><p><strong>Overview</strong></p><ul> <li data-xf-list-type="ul">The Base Camp is a shared resource for the entire party, representing their collective effort, resources, and vision.</li> <li data-xf-list-type="ul">Each player contributes to its development, whether through skills, time, or funds.</li> <li data-xf-list-type="ul">Use the <strong>Base Trappings Table</strong> to determine the starting theme and notable features:</li> <li data-xf-list-type="ul">The Base Camp gains new features or upgrades based on the party's average level.</li> <li data-xf-list-type="ul">Maintenance requires time, effort, or money based on the party's level and the base’s upgrades:</li> <li data-xf-list-type="ul">Neglecting maintenance results in penalties, such as structural damage or reduced functionality.</li> <li data-xf-list-type="ul">Hirelings or NPCs can be recruited to manage the Base Camp, allowing the party to focus on adventuring:<ul> <li data-xf-list-type="ul">Roles include:<ul> <li data-xf-list-type="ul"><strong>Caretakers</strong> (general maintenance)</li> <li data-xf-list-type="ul"><strong>Guards</strong> (security)</li> <li data-xf-list-type="ul"><strong>Traders</strong> (generate income or provide supplies)</li> <li data-xf-list-type="ul"><strong>Specialists</strong> (e.g., engineers, medics, arcane scholars).</li> </ul></li> <li data-xf-list-type="ul">Hiring costs scale with NPC skill and Base Tier.</li> </ul></li> <li data-xf-list-type="ul">A functional Base Camp provides tangible and intangible benefits:<ul> <li data-xf-list-type="ul"><strong>Rest and Recovery:</strong> Grants access to long rests and reduced downtime penalties.</li> <li data-xf-list-type="ul"><strong>Crafting and Storage:</strong> Dedicated spaces for crafting, alchemy, and storage of resources.</li> <li data-xf-list-type="ul"><strong>Defenses:</strong> Protection against random encounters or hostile intrusions.</li> <li data-xf-list-type="ul"><strong>Research and Training:</strong> Bonus to knowledge checks or skill training opportunities.</li> <li data-xf-list-type="ul"><strong>Community Influence:</strong> Allies may rally to the party’s cause if the Base Camp is well-maintained.</li> </ul></li> <li data-xf-list-type="ul">The Base Camp acts as a narrative hub, generating plot hooks:<ul> <li data-xf-list-type="ul">NPCs seeking aid or delivering warnings.</li> <li data-xf-list-type="ul">Enemies targeting the base.</li> <li data-xf-list-type="ul">Discoveries made during repairs (e.g., hidden rooms, ancient artifacts).</li> <li data-xf-list-type="ul">Resource shortages or sabotage requiring adventuring to resolve.</li> <li data-xf-list-type="ul">New factions interested in the Base Camp (positively or negatively).</li> </ul></li> <li data-xf-list-type="ul">The Base Camp remains static but can still evolve through upgrades or expansions.</li> <li data-xf-list-type="ul">Mobility mechanics (e.g., converting it into a vehicle or teleporting it) can be explored in future iterations.</li> </ul><p>however, I do think that Baldur's Gate 3 has made me wonder if it needs to be revised to be a base camp (or your caravan, or if in a more modern game, your RV/ Adventuring Bus)</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 9546777, member: 10869"] okay here are my own assumptions. [B]Base Camp Rules Overview[/B] [LIST] [*]The Base Camp is a shared resource for the entire party, representing their collective effort, resources, and vision. [*]Each player contributes to its development, whether through skills, time, or funds. [*]Use the [B]Base Trappings Table[/B] to determine the starting theme and notable features: [*]The Base Camp gains new features or upgrades based on the party's average level. [*]Maintenance requires time, effort, or money based on the party's level and the base’s upgrades: [*]Neglecting maintenance results in penalties, such as structural damage or reduced functionality. [*]Hirelings or NPCs can be recruited to manage the Base Camp, allowing the party to focus on adventuring: [LIST] [*]Roles include: [LIST] [*][B]Caretakers[/B] (general maintenance) [*][B]Guards[/B] (security) [*][B]Traders[/B] (generate income or provide supplies) [*][B]Specialists[/B] (e.g., engineers, medics, arcane scholars). [/LIST] [*]Hiring costs scale with NPC skill and Base Tier. [/LIST] [*]A functional Base Camp provides tangible and intangible benefits: [LIST] [*][B]Rest and Recovery:[/B] Grants access to long rests and reduced downtime penalties. [*][B]Crafting and Storage:[/B] Dedicated spaces for crafting, alchemy, and storage of resources. [*][B]Defenses:[/B] Protection against random encounters or hostile intrusions. [*][B]Research and Training:[/B] Bonus to knowledge checks or skill training opportunities. [*][B]Community Influence:[/B] Allies may rally to the party’s cause if the Base Camp is well-maintained. [/LIST] [*]The Base Camp acts as a narrative hub, generating plot hooks: [LIST] [*]NPCs seeking aid or delivering warnings. [*]Enemies targeting the base. [*]Discoveries made during repairs (e.g., hidden rooms, ancient artifacts). [*]Resource shortages or sabotage requiring adventuring to resolve. [*]New factions interested in the Base Camp (positively or negatively). [/LIST] [*]The Base Camp remains static but can still evolve through upgrades or expansions. [*]Mobility mechanics (e.g., converting it into a vehicle or teleporting it) can be explored in future iterations. [/LIST] however, I do think that Baldur's Gate 3 has made me wonder if it needs to be revised to be a base camp (or your caravan, or if in a more modern game, your RV/ Adventuring Bus) Thoughts? [/QUOTE]
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