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UA Playtest 8: Bastion System, Revised Cantrips

Quick summary: the bastion system are rules to create a personal home / guild hall / fortress for your party with prices and special abilities.

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  • I see them recommend "six to eight" Bastion turns for each character level and it gives me 'Nam flashbacks to every argument over why random combat is broken because modern tables don't have the time to run a full adventuring day of combats anymore. This is in the same breath that they're saying that character levels, going off of exponential XP requirements, should take roughly the same amount of in-game time to accomplish? Nay says I. Let's see, free magic items if the DM says yes, how incredibly Monty Haul of WotC. 100 Points for a free revive, how incredibly mobile game of WotC! I can smell the "under-monetized" quotes hovering around the VTT already. All in all, how I feel about the Bastion system is how I feel about all of the UA playtests: a good springboard for better ideas, a neat guide for a DM that doesn't have the better mechanics converted from a previous edition, and a whole lot of bad ideas that smell like they read too many Reddit posts instead of playtesting any of the mechanics. I still remember Jump Action stuck around for way too long.

    As for the cantrips, they're hit and miss. Generally speaking: approve of Acid Splash, Blade Ward, Friends, and Produce Flame; disapprove of Shillelagh and True Strike; don't entirely understand the changes to the rest. Why is Poison Spray suddenly a Necromancy cantrip besides "poison bad?" I can see removing Chill Touch's range or anti-undead capabilities, but not both (also, normalize Necromancy spells being disruptive to undead). Shillelagh scaling better than Monk's Martial Arts Die on top of using a spell mod for hit/dmg is mean. I liked using Shocking Grasp to preemptively stop reactions, since it was one of the few non-Counterspell outs to Counterspell/Shield/Silvery Barbs, and taking away metal advantage makes it feel so plain and makes it worse at hitting exactly what it wants to hit: metal-plated martials that are good at Opportunity Attacks. Spare the Dying, as most cheap healing, was balanced by the fact it's at touch-range, so having it increase in range when Healing Word still exists is just... grasping for QoL I guess? True Strike just isn't True Strike anymore, and it's weird that it's giving every full-caster besides Cleric and redundant Druid a radiant-damage melee attack. It could have so easily been anything remotely similar to the original idea: a Bonus Action that made a target's AC 10 + DEX for your next melee weapon attack as you go right for the part with no armor (Verbal component so no Stealth abuse); Reaction on a missed melee attack against you gives you a single auto-hit with a weapon on your next turn as you see the opening; an Action that a la SCAG attack cantrips includes a weapon attack but with magically-guided advantage. Literally anything more original than "Shillelagh but Radiant."

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