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<blockquote data-quote="James Gasik" data-source="post: 9182862" data-attributes="member: 6877472"><p>I would point out that the Bastion system is for GM's who don't already have control over economy & availability. The system is for people who are having problems giving players things to do with their cash, and don't know when/if/why to give players access to magical items. I see a lot of "GM decides" in that list as well, so it's actually giving GM's a lot of opportunities.</p><p></p><p>Having said that, is that a system I would use? Not without revisions! I'm not defending the design, but the purpose of the system. Why it has to be something players will want to bother with, and why it has <em>suggestions</em> for what the designers think players should be able to do with their money.</p><p></p><p>I say suggestions, because everything in D&D operates at a GM's sufferance. If it's too good, it's going to get nerfed. </p><p></p><p>There's no way to make this system great for every GM and every campaign. When the playtest feedback is in, if it goes live, it's going to be affected by 70% of the playerbase who chimes in on this survey- a woefully small percentage of the people who are going to end up using it, or rejecting it. </p><p></p><p>Any time WotC has ever said "we think players should have X stuff and be able to acquire Y with it", there have been GM's who've balked and cried out in dismay. So even if they were clear about their assumptions about this sort of thing, anyone has to realize there's going to be people who hate and reject those assumptions. Which is probably why no such assumptions existed in the 2014 DMG in the first place.</p><p></p><p>It's a cowardly approach, IMHO, but an understandable one.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 9182862, member: 6877472"] I would point out that the Bastion system is for GM's who don't already have control over economy & availability. The system is for people who are having problems giving players things to do with their cash, and don't know when/if/why to give players access to magical items. I see a lot of "GM decides" in that list as well, so it's actually giving GM's a lot of opportunities. Having said that, is that a system I would use? Not without revisions! I'm not defending the design, but the purpose of the system. Why it has to be something players will want to bother with, and why it has [I]suggestions[/I] for what the designers think players should be able to do with their money. I say suggestions, because everything in D&D operates at a GM's sufferance. If it's too good, it's going to get nerfed. There's no way to make this system great for every GM and every campaign. When the playtest feedback is in, if it goes live, it's going to be affected by 70% of the playerbase who chimes in on this survey- a woefully small percentage of the people who are going to end up using it, or rejecting it. Any time WotC has ever said "we think players should have X stuff and be able to acquire Y with it", there have been GM's who've balked and cried out in dismay. So even if they were clear about their assumptions about this sort of thing, anyone has to realize there's going to be people who hate and reject those assumptions. Which is probably why no such assumptions existed in the 2014 DMG in the first place. It's a cowardly approach, IMHO, but an understandable one. [/QUOTE]
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