"Free and reliable access to useful and abusable magic items is pretty awesome."
Whether it is "awesome" or whether it is "underwhelming" is a matter of opinion, not RAW, and once again, you cant seem to let someone have a differing opinion.
At one point i was abundantly clear i am expressing my opinion when i said "I stand by the"underwhelming" assessment." And yet here you are...
For any players who fancy themselves an entrepreneur or those who would like to engage in commerce on the side - talk with your DM to see if they allow the following.
To revisit this from the start, it is worth noting that if you get trade goods in your adventures, you should talk to your DM about directly stocking it in a Storehouse to reduce the cost of stocking it or to directly sell the trade goods.
By RAW, only one Storehouse is allowed per Bastion. On paper, the Stable fills the same purpose, but due to being restricted to 3 or 6 Large Animals, it will never match the income of a Storehouse (the best value comes from 3 or 6 Warhorses). If you are using Eberron: Forge of the Artificer, the Kundarak Vault is effectively a second Storehouse. The Guildhall can also bring in gold, but it is much less than a Storehouse depending on how much mileage you can get out of a Thieves' Guild. Technically, the Workshop can craft expensive adventuring equipment that you could turn around and sell, but time required makes the turn around trivial.
There are other ways to break the game with Bastions other than by attempting to hoard gold.
Smite[#21]: "Free and reliable access to useful and abusable magic items is pretty awesome"
You know whats awesome, Smite? You were the first person to say bastions may be underwhelming in this thread [#12]. But as soon as i used your wording and said rhey are underwhelming[#18], you quote where i say its underwhelming, and you argue that they are now instead "awesome"[#21]
Not quite. The context matters. It wasn't my opinion. It was my estimation of your opinion based on your prior post. Yes, I used the words "underwhelming" first, but it was clearly describing your opinion of Bastions being "extremely underpowered".
They may be underwhelming, but in terms of balance, they are far from "extremely underpowered" and can be quite the opposite depending on the frequency of Bastion turns in your game.
Once I did the number crunching for this thread, I changed my opinion from "It's free stuff you wouldn't have" to "It's pretty awesome". Some of the specific Special Facilities are pretty lame, but not all of them and not Bastions in general. If you don't want to use Bastions because they are "extremely underpowered" additions above and beyond what characters normally have, that's up to you.
However, the benefits of individual facilities vary depending on the frequency of turns. So, a weak facility can become stronger with a shorter interval and a strong facility can become weaker with a longer interval. I assume 7-day Bastion Turns because that is what the DMG suggests. A DM can decease this interval to pump up some of the Bastion facilities if they want to. Storehouses and other facilities that provide a benefit per turn would be boosted while anything that has an independent time requirement (such as crafting magic items) should remain as strong.
It's not as flashy as some of the other things characters can find on your adventures, but it could be very impactful. Also, a player could try seeing if their DM would allow combining a Bastion with, for example, a Turtle Ship Spelljammer for a mobile, armed base. I think the cargo hold would fit a small Bastion.
At first i thought you cant allow a differencr of opinion. But no, you will change YOUR OWN opinion from "underwhelminh" to "awesome" just to tell someone their "underwhelming" opinion is wrong,
Opinions aren't necessarily right or wrong (they can be based on misunderstandings or misinformation, but that is different) and being able to change our opinions is how we grow as individuals. Thank you for acknowledging my adaptability. I appreciate it.
"Free and reliable access to useful and abusable magic items is pretty awesome."
Whether it is "awesome" or whether it is "underwhelming" is a matter of opinion, not RAW, and once again, you cant seem to let someone have a differing opinion.
At one point i was abundantly clear i am expressing my opinion when i said "I stand by the"underwhelming" assessment." And yet here you are...
To revisit this from the start, it is worth noting that if you get trade goods in your adventures, you should talk to your DM about directly stocking it in a Storehouse to reduce the cost of stocking it or to directly sell the trade goods.
By RAW, only one Storehouse is allowed per Bastion. On paper, the Stable fills the same purpose, but due to being restricted to 3 or 6 Large Animals, it will never match the income of a Storehouse (the best value comes from 3 or 6 Warhorses). If you are using Eberron: Forge of the Artificer, the Kundarak Vault is effectively a second Storehouse. The Guildhall can also bring in gold, but it is much less than a Storehouse depending on how much mileage you can get out of a Thieves' Guild. Technically, the Workshop can craft expensive adventuring equipment that you could turn around and sell, but time required makes the turn around trivial.
There are other ways to break the game with Bastions other than by attempting to hoard gold.
How to add Tooltips.
My houserulings.
Not quite. The context matters. It wasn't my opinion. It was my estimation of your opinion based on your prior post. Yes, I used the words "underwhelming" first, but it was clearly describing your opinion of Bastions being "extremely underpowered".
followed by:
Once I did the number crunching for this thread, I changed my opinion from "It's free stuff you wouldn't have" to "It's pretty awesome". Some of the specific Special Facilities are pretty lame, but not all of them and not Bastions in general. If you don't want to use Bastions because they are "extremely underpowered" additions above and beyond what characters normally have, that's up to you.
However, the benefits of individual facilities vary depending on the frequency of turns. So, a weak facility can become stronger with a shorter interval and a strong facility can become weaker with a longer interval. I assume 7-day Bastion Turns because that is what the DMG suggests. A DM can decease this interval to pump up some of the Bastion facilities if they want to. Storehouses and other facilities that provide a benefit per turn would be boosted while anything that has an independent time requirement (such as crafting magic items) should remain as strong.
It's not as flashy as some of the other things characters can find on your adventures, but it could be very impactful. Also, a player could try seeing if their DM would allow combining a Bastion with, for example, a Turtle Ship Spelljammer for a mobile, armed base. I think the cargo hold would fit a small Bastion.
Opinions aren't necessarily right or wrong (they can be based on misunderstandings or misinformation, but that is different) and being able to change our opinions is how we grow as individuals. Thank you for acknowledging my adaptability. I appreciate it.
How to add Tooltips.
My houserulings.
I usually run around 7 out of 10.
But sometimes folks do something hilarious and i hit 11 out of 10.
Life's too short to play with crappy dms.