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<blockquote data-quote="mankyle" data-source="post: 9155836" data-attributes="member: 6805710"><p>Well...</p><p>Me I would change the rate of special facilities... I would add a 3rd special facility at 7th character level and the 4th at 9th character level, instead of adding 3rd and 4th at 9th character level.</p><p></p><p>Another thing is the bastion turn duration. In the article it says 7 days (i. e. One week) but weeks in the Forgotten Realms are called Tendays and have 10 days (no pun intended). This also makes math easier because each month is equal to 3 turns. After each 30 days month there is a holyday (which we could consider a non working day). The only problem would be the building times. They don't exactly check with 10 days bastion turns...</p><p></p><p>Another thing that should be specified are NON functioning facilities. For example, a castle in ruins that the PCs conquer and refurbish. I would rule that refurbish the castle and putnit again in good conditions takes half as much money and time than building it from scratch. Just an idea, but it is something that should have been specified in the rules</p><p></p><p>Regarding LMOP and and Dragon of Icespire Keep...</p><p>These adventures could integrate the bastion rules quite easily.</p><p>- Wave Echo Cave could be considered an storehouse that produces commodities (in this case, metals). It also has the non functioning magic foundry which could be considered as a mix of an arcane study or maybe allow the craft masterwork weapon of the smithy.</p><p></p><ul> <li data-xf-list-type="ul">Tressendar manor should only have basic facilities, but maybe barracks, or an armory could be added to the building so an small castle could be built on the hill.</li> <li data-xf-list-type="ul">Shrine of luck could be treated as a Sanctuary</li> <li data-xf-list-type="ul">Barthen's provisions and Lionshield Coster could be treated as Workshops or storehouses.</li> <li data-xf-list-type="ul">Phandalin Miner's Exchange could also be an Storehouse</li> <li data-xf-list-type="ul">Defensive walls could also be built around Phandalin.</li> </ul><p></p><p>If we look at Dragon of Icespire keep we have a couple more interesting locations</p><ul> <li data-xf-list-type="ul">Shrine of Savras could be treated as an Observatory (Savras was the God of Magic Divination, so the Contact another Plane spell fits the thematic)</li> <li data-xf-list-type="ul">Mountain Toe Gold mine could be treated as an storehouse</li> <li data-xf-list-type="ul">Axeholm is more complicated. If we follow the location's description we can see it has Barracks, an armory and an smithy. It is well protected so I would treat as a fully enclosed (by defensive walls) bastion with Barracks, an armory and an smithy.</li> <li data-xf-list-type="ul">We have the Dwarven Excavation (a sanctuary consecrated to Vergadain)</li> <li data-xf-list-type="ul">And Dumathoin's Gulch, that holds a mine and a Shrine consecrated to Dumathoin. We could consider this location a combo Storehouse/Sanctuary.</li> </ul><p></p><p>i'm not very fan of the Pub description. I would have changed it to lower tier (5th to 9th level) and change the benefits to something related to rumors , social interaction (advantage in Persuasion Rolls) or even recruit adventurers for a bastion turn ala Teleportation cicle, maybe 4 lower tier NPCs for one bastion turn...</p><p></p><p>The defense rules are quite lacking in my opinion. Just throwing a couple of dice and lose defenders... Booooring..there should be more options to increase ofensive and defensive rules.</p><p></p><p>in any case, I've had a big (and good) surprise with these rules. I've always been fan of stronghold adventures (since Race lf the Warlords and Kingmaker, IMHO one of the best adventures EVER) and I see good potential in these rules</p></blockquote><p></p>
[QUOTE="mankyle, post: 9155836, member: 6805710"] Well... Me I would change the rate of special facilities... I would add a 3rd special facility at 7th character level and the 4th at 9th character level, instead of adding 3rd and 4th at 9th character level. Another thing is the bastion turn duration. In the article it says 7 days (i. e. One week) but weeks in the Forgotten Realms are called Tendays and have 10 days (no pun intended). This also makes math easier because each month is equal to 3 turns. After each 30 days month there is a holyday (which we could consider a non working day). The only problem would be the building times. They don't exactly check with 10 days bastion turns... Another thing that should be specified are NON functioning facilities. For example, a castle in ruins that the PCs conquer and refurbish. I would rule that refurbish the castle and putnit again in good conditions takes half as much money and time than building it from scratch. Just an idea, but it is something that should have been specified in the rules Regarding LMOP and and Dragon of Icespire Keep... These adventures could integrate the bastion rules quite easily. - Wave Echo Cave could be considered an storehouse that produces commodities (in this case, metals). It also has the non functioning magic foundry which could be considered as a mix of an arcane study or maybe allow the craft masterwork weapon of the smithy. [LIST] [*]Tressendar manor should only have basic facilities, but maybe barracks, or an armory could be added to the building so an small castle could be built on the hill. [*]Shrine of luck could be treated as a Sanctuary [*]Barthen's provisions and Lionshield Coster could be treated as Workshops or storehouses. [*]Phandalin Miner's Exchange could also be an Storehouse [*]Defensive walls could also be built around Phandalin. [/LIST] If we look at Dragon of Icespire keep we have a couple more interesting locations [LIST] [*]Shrine of Savras could be treated as an Observatory (Savras was the God of Magic Divination, so the Contact another Plane spell fits the thematic) [*]Mountain Toe Gold mine could be treated as an storehouse [*]Axeholm is more complicated. If we follow the location's description we can see it has Barracks, an armory and an smithy. It is well protected so I would treat as a fully enclosed (by defensive walls) bastion with Barracks, an armory and an smithy. [*]We have the Dwarven Excavation (a sanctuary consecrated to Vergadain) [*]And Dumathoin's Gulch, that holds a mine and a Shrine consecrated to Dumathoin. We could consider this location a combo Storehouse/Sanctuary. [/LIST] i'm not very fan of the Pub description. I would have changed it to lower tier (5th to 9th level) and change the benefits to something related to rumors , social interaction (advantage in Persuasion Rolls) or even recruit adventurers for a bastion turn ala Teleportation cicle, maybe 4 lower tier NPCs for one bastion turn... The defense rules are quite lacking in my opinion. Just throwing a couple of dice and lose defenders... Booooring..there should be more options to increase ofensive and defensive rules. in any case, I've had a big (and good) surprise with these rules. I've always been fan of stronghold adventures (since Race lf the Warlords and Kingmaker, IMHO one of the best adventures EVER) and I see good potential in these rules [/QUOTE]
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