- cross-posted to:
- onednd@ttrpg.network
At the risk of sounding hyperbolic, any mechanic designed around providing characters magic items at their discretion in a system not balanced around magic items seems broken by default.
At least they preserved the DM having veto power… They probably should just do what Pathfinder does and develop actual numbers to associate with the power level of different magic items.
Ehh despite their claims, I think 5e was always built around having magic items.
It’s unfortunate that they seem to want to make the cantrips less unique rather than more. All the interesting little wrinkles like Chill Touch’s interaction with undead, Poison Spray’s Con save, or Shocking Grasp’s interaction with metal armour were reasons to use these spells over just using the highest damage dice cantrips all the time.
The Bastion seems a really fun addition, both as a way to introduce magic items in the game in a way that’s not entirely dependent on the DM, and to spend all those GP that the party is bound to amass simply by playing as intended, and that the game currently offers very little to spend on.
I’m a bit worried about the balance, though, especially as it aims on giving the players more autonomy in gaining magic items and other bonuses, yet it seem to be heavily reliant on the DM to work as intended. The document recommends at least “six to eight Bastion turns per level” and warns about players “amassing more Bastion Points than they can use”. This is a very weak recommendation, akin to the “two short rests per long rest” rule the entire game seems to be balanced around, but which very few tables actually enforce.
The difference being that, while short/long rest balance relies on the DM to plan the session accordingly, following the recommended pacing for Bastion turns requires the DM to accurately plan the entire campaign around this new addition. With Bastion Turns occurring once every seven days, do designers now expect each character level to last at least six to eight sessions, each covering seven in-game days?
If that’s the case, my actual game experience couldn’t be further from the designers’ expectations, as I’ve never had a character level last more than a few sessions at most. It would probably be fine for other games, but DnD is severely lacking in player options and customization, and I don’t look forward to doing the same attack action for months just to wait for my Bastion to do its thing, until enough time has passed that the designers have arbitrarily deemed enough for me to level up.
I’m also not sure about Bastion Facilities generating 1dx Bastion Points instead of a fixed amount. I usually recommend standard array in place of rolled stats because the latter is entirely dependent on luck and heavily screws the balance between party members; the same can be said about the Bastion Points being generated at random, possibly leading to one player being able to acquire magic items and gather more benefits from their Facilities than other players in the same party.
Despite the doubts I have over these specific details, I very much like the Bastion system and I hope to see it fleshed out for release, hopefully with some fixes to the problematic bits I’ve highlighted and more additions. BUT, I also hope it won’t be released in the current form, as I fear it would require extensive amounts of homebrewing and DM-fiat, which would in turn defy the entire purpose behind the Bastion system in the first place.
As for the reworked cantrips, it’s fine. Mostly comprising of buffs to underpowered/underused options, which actually empowers cantrip-based classes such as Warlock and gish classes more than pure casters, as the latter don’t rely on cantrips as much as the formers. Nothing too ground breaking as far as I can see, but it’s nice to have,
Overall, it’s a good UA. I wonder if the Bastion system will appear in the PHB or the DMG, though. Some things, such as the Bastion Events, seem more fit for the latter.
Already some decent discussion about True Strike over in rpgmemes