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Strange, my book says :

Most importantly, a Bastion is a creative playground for a player and a shared storytelling space in the campaign. Be as permissive as you can with the stories players tell in their Bastions, but players should know their control might be limited by the campaign's larger story, which you strive to make fun for everyone.

And also:
You can slow the frequency of Bastion turns to better serve the needs of your players and your campaign.

And even:
The event is resolved immediately, with the player and DM working together to expand story details as needed.
 

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My prefered solution would be a sidebar on good and bad behavior regarding the rule being discussed, like inform DM that just taking away cool Bastion is a poor etiquete but also that player should not expect there to be a way to avoid consequences of their actions with this mechanic.
So your solution to the problem of Bad DMs and Bad Players abusing the spirit of the rules is a sidebar that wags it's finger at them? You just said bad players and DMs ignore the rules, why would you think they wouldn't ignore a sidebar?
 

If Enworld built a car, it would have options to drive it automatic or manual drive, front, back or 4 wheel drive capability, and run on gas, electric, or a crank in the front for those who still want to hand start it. I don't think I would trust committee design for a game either.
Re Propulsion.
You forgot the wheel for the giant hamster.
 


Why do I have a feeling that if I have said "no", you would claim the problem is entierly nonexistent and made in my head and/or that I am not allowed to talk about it on behalf of other players? This was a "damned if you do, damned if you don't" question and I do not find your argument to be in good faith
Well, I ask since, as was pointed out earlier, what you are describing is not how the rules are presented in the DMG? At all...?
 

That's also the kind of thing AI is very good at doing. If you've looked at an Amazon listing lately, you can see the "summarize all these comments" stuff in action and it's generally pretty accurate.
AI companies: “wouldn’t you like an unpaid intern who’s wrong about everything, incapable of learning new skills, and needs to drink six bottles of water every time they answer a question?”

Corporations: “you had me at unpaid.”
 

So your solution to the problem of Bad DMs and Bad Players abusing the spirit of the rules is a sidebar that wags it's finger at them? You just said bad players and DMs ignore the rules, why would you think they wouldn't ignore a sidebar?
Experienced players and-or DMs might ignore what's written but new ones more likely won't; and that's where having some how-it's-intended-to-work examples could be useful
 

Experienced players and-or DMs might ignore what's written but new ones more likely won't; and that's where having some how-it's-intended-to-work examples could be useful
But that's wasn't what was being advocated for. Decepticon said Bastions are bad because they can somehow be abused by players and the DM is powerless to stop them. That alone assumes the player is familiar enough with the rules to exploit them and to know the DM can't do boo about it RAW. So the answer then is to tell the naughty player don't abuse the rules and to tell the DM if the naughty player abuses them, to break the rules and punish them. None only is all of that useless advice, but it just fosters more DM/player antagonism rather than addressing the issue with a bad player in a mature way.

I don't need a sidebar telling players don't be a jerk next to the Bastions rules and don't want a sidebar telling the DM to take his belt off if the player misbehaves.
 

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