this post was submitted on 21 Apr 2024
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[–] Shiggles@sh.itjust.works 1 points 4 months ago (1 children)

The second image is strictly inferior though, enemies can make it to the base of the wall and are then much harder to hit/target. Ideally, you’d be able to make a six sided star fort to fit with the usual hexagonal grid, but that’s up to your dm.

[–] CerealNommer@ttrpg.network 0 points 4 months ago (1 children)

Well, technically it doesn't say your connecting walls have to be straight, just 80 feet long. Not exactly sure how you're going to make them connect up into a hexagon or star out of "four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner", but if you've got a diagram I'd love to see it. 😆

[–] acockworkorange@mander.xyz 1 points 4 months ago (1 children)

Any self respecting tactician would copy a 15th century actual proven in use fortress. If you are limited to four turrets, then the drawing on top is best.

[–] CerealNommer@ttrpg.network 0 points 4 months ago (1 children)

But you'd have to go outside the walls to get to the turrets. And you're in a situation where you have someone who can cast 8th level spells. I'm not sure this advice is sound. 🤨

[–] acockworkorange@mander.xyz 1 points 4 months ago

I’d argue that’s a very pedantic interpretation. A fortress spell that casts a fundamentally flawed fortress doesn’t make sense.

[–] Luminocta@lemm.ee 0 points 4 months ago (1 children)

May I ask what this is about?

[–] CerealNommer@ttrpg.network 0 points 4 months ago (1 children)

The spell mighty fortress is very specific about the size and shape of the castle it makes, but not about where walls are connected. Both are 120' square areas with four 20' turrets connected by 80' walls, but the second one you get more interior space and can access your turrets without leaving the outer walls.

[–] TonyTonyChopper@mander.xyz 1 points 4 months ago (2 children)
[–] Aegeus@ttrpg.network 0 points 4 months ago (1 children)

Make this a level 15 ability for fighters and then emigrate so that the caster inquisition won‘t crucify you for doing it

[–] Aegeus@ttrpg.network 0 points 4 months ago (1 children)

Has anyone read the Unearthed Arcana for bastions? Is it good?

[–] Aielman15@lemmy.world 1 points 4 months ago

I wrote my opinions here:

https://lemmy.world/comment/4184181

Long story short: i like the idea, but the execution leaves a lot to be desired, and it's basically unusable at this point. It's very unbalanced, some buildings are clearly more useful than others, and having one bastion for each player is overkill. It also requires the campaign to stick to a very specific time schedule (a few weeks per level) that I honestly find very difficult to fit in any of the pre-existing modules, and certainly not any of the homebrew campaigns I've played with my friends.

[–] TacticsConsort@yiffit.net 0 points 4 months ago (1 children)

I've never gotten to cast it (not yet anyway)

The biggest problem with casting Mighty Fortress is that you need a game to go to 17th level so you can learn Wish

Yes, I know it's an 8th level spell, but if you think that I'm coughing up a diamond for a temporary home you're out of your mind.

[–] CerealNommer@ttrpg.network 1 points 4 months ago

You can make it permanent if you cast it 53 times, and by the time you hit level 15, 500gp for a week of downtime with comfort and security is occasionally worth it. Our druid/cleric regularly casts greater restoration rather than wait for me to prepare remove curse the next morning.