Hi,
A couple of the regular DMs running games for V.A.L.U.E. will start discussing upcoming changes for Season 5 in the coming months.
What We Will Do (in order
):
- collect ideas …
we are at this stage right now
- have a regular DM meeting to talk about how to rephrase questions to a non/less-biased version
- have a regular DM online vote with a 14 days timeframe on those questions
- a reminder to vote will be send 7 days and again 13 days after the ability to vote went live
- present the results
- start the new V.A.L.U.E. Season with the new updated rules
- at that point there will also be a Character Reset
This thread is for collecting ideas for upcoming changes
Nothing decided yet! … this is still an ongoing process
In this topic I’d like to collect your input on what we should be discussing from your point of view, so if there is any particular change you’d like to see to the V.A.L.U.E. rules, feel free to share that here. If there is something in the rules you’d like us to keep no matter what, please also share this.
Everyone’s input is welcome, but please keep in mind that only regular DMs will be able to vote, since they will have to feel the consequences the most.
If you want to include wishes regarding these topics:
post them here, PM me, or write them in the #dm channel in RPGV’s Discord

some things that will likely be voted one will be
- Bastions and how to implement them
- the Syluné’s Viper spell seems broken so maybe ban it (as we banned silvery barbs in the past)?
-
- this spell can auto-incapacitate boss monsters, no saving throw and no concentration
- new potion options for the Brew Potion downtime
- new Craft Poison downtime
- crafting in combination with our downtime rules and how it should interact
Note that Bastions, the new potion options for Bew Potion and the Craft Poison downtime will al recieve a “now that I know how it looks like I rraher do not want it” option
I don’t know if Selune’s Viper should be banned, but it’s in a weird spot. So many things are immune against being poisoned, which negates most of the entire spell. But for the things that aren’t, it’s such a shutdown
I personally think it’s fine because there’s plenty ways to “deal” with it, but I’ve also never seen it outside the two times I used it, where it wasn’t very impactful
Syluné’s Viper basically forces me as a DM to make every boss monster immune to the Poisoned Condition
weakening every one who uses Poison in a non-broken way (e.g. the Assassin subclass)
also a lot of 5.5 monsters lost a lot of immunities & resistances
I want to remind you that this spell has no saving throw (so Legendary Resistance won’t work), and requires no concentration from the caster
2 Likes
Huh, I didn’t know so much was removed in terms of immunities. It’s also not really a healthy spell since it’s either broken or useless, so.. definitely can see more why it’s a consideration
I’m for either banning it or homebrewing it to require a CON save …
or to remove the attack option altogether as it would still be a 3rd level no concentration 15 temp HP spider climb spell that lasts one hour.
I think homebrewing spells is a bit tricky
it is easier to ban it - also helps with keeping the VALUE Rules short
that was the conclusion back then, when we had the discussion abour silvery barbs (e.g. if that spell would just only affect attack rolls, it would be fine)
2 Likes
the biggest thing though will be Bastions
this was suggested by @katnyx
General
- Bastions are optional. If you choose to gain a bastion, for all intents and purposes it will be in a parallel universe that you can travel to within 5 Downtime Days (taking half the time to get there and half the time to get back).
- Bastion Events will not take place at VALUE (unless specified by a DM)
- Issuing Bastion Orders takes 10 Downtime Days. If there is a cost associated with an order, you must spend the gold, too.
- You can spend gold to build and expand your bastion between adventures according to RAW.
- You can team up with others to build bastions together.
- Also, you can only carry one crafted or harvested item at a time (i.e 1 potion of healing from the herb garden, one poison from the laboratory, 1 bottle of magical beverage from the pub, 1 talisman from the reliquary)
Orders you can give in VALUE:
- Craft (exception: magic items. You cannot craft magic items)
- Harvest
- Trade
- If you do not give any orders, the maintain order is active.
Orders you cannot give in VALUE:
- recruit (exception: Menagerie. You can recruit a creature for menagerie)
- research or
- Empower (exception: Empower theater. You can use the empower: train option using 50 downtime days)
Clarifications
- you can have a war room, but it will not be able to recruit anything (=useless)
- You do not get heroic inspiration from the workshop
- Greenhouse - Fruit of Restoration: Seeing as it takes you time to travel back to your adventure, by the time you start playing, the fruit has expired
more Bastion facilities have been published after the new DMG came out
- a few examples: Inquisitive Agency, Kundarak Vault, Red Wizard Necropolis, Spirit Vault, …
also I think the Research order and Gather Information sounds great and should be allowed
also we shoud clarify that Bastions turns do not take 7 days (as RAW) - as opposed to the purposed 10 Downtime Day cost
so RAW Bastion facilities can do the following things
- Amethyst Dragon Den [9+]
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- Psychic damage Resistance for 7 days
- Ancient Altar [9+]
- roll on a random table or get a charm that can cast Hunger of Hadar
- Arcane Study [5+]
-
- get a charm that can cats Identify, can craft magic items
- Archive [13+]
-
- get the benefits of a Legend Lore spell between adventures; gain a book that grants advantage on certain checks
- Armory [5+]
-
- can spend GP to buff your Bastion’s defenses (which we do not plan to use?)
- Artificer’s Forge [13+]
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- grant magic items with charges an extra charge; craft magic items
- Barrack [5+]
- recruit to buff your Bastion’s defenses (which we do not plan to use?)
- Cabinet of Curiosities [9+]
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- Construct Forge [17+]
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- get a constructs to buff your Bastion’s defenses (which we do not plan to use?)
- Cult of the Dragon Archive [13+]
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- get the benefits of a Legend Lore spell between adventures; gain Advantage on certain checks related to dragons
- Demiplane [17+]
-
- gain temporary Hit Points
- Dragonmark Outpost [5+]
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- gain an extra spell slot to cast a spell from your Dragonmarked feat; gain a favor from your house
- Emerald Enclave Grove [9+]
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- get a mystical creature to buff your Bastion’s defenses (which we do not plan to use?)
- Gaming Hall [9+]
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- Garden [5+]
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- get an item like antitoxin, basic poison, healing potion, or perfume
- Greenhouse [9+]
-
- get an item like greater potion of healing or one of various poisons
- Guildhall [17+]
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- among other things: build an air-/water-vehicle, steal an nonmagic item, get 500 GP
- Harper Hideout [5+]
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- gain proficiciency in Deception, Investigation, or Performance for 7 days
- Infirmary [9+]
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- craft antitoxins, or turn a 2 potions of healing into one greater potion of healing (or 2 greater into one superior if 13+)
- Inquisitive Agency [13+]
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- Kundarak Vault [9+]
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- sell goods for +20% than the standard price, +50% if 13+
- Laboratory [9+]
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- craft anthing craftable with alchmists supplies or various poisons
- Library [5+]
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- Lightning Generator [13+]
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- suffer 8d6 lightning damage to craft a charm of Telekinesis; reduce the cost of Raise Dead and Resurrection spells by 100 GP; get the benefit of an Animate Objects spell for 7 days (no concentration)
- Liminal Space [17+]
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- Lords’ Alliance Noble Residence [9+]
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- have a 50% chance to invite a gossiping noble
- Lyrandar Helm [13+]
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- your Bastion is an airship; can move your Bastion
- Manifest Zone [13+]
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- gain a Charm dep. on the type of manifest zone your Bastion is linked to
- Meditation Chamber [13+]
-
- gain Advantage on two random kinds of saving throws for the next 7 days
- Menagerie [13+]
-
- get a big animal to buff your Bastion’s defenses (which we do not plan to use?)
- Museum [13+]
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- gain the benefit of a Legend Lore spell; gain a Charm dep. on the type of ancient item your museum is linked to (grants 1-2 languages and a spell)
- Navigator’s Helm [9+]
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- your bastion is a waterbound vehicle; can travel
- Observatory [13+]
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- gain a charm to cast Contact Other Plane, 3x Darkvision, works as a potion of heroism or vitality
- Order of the Gauntlet Tournament Field [9+]
-
- spend 1000 GP to gain renown within the Order of the Gauntlet
- Orien Helm [9+]
-
- your bastion is a train; can travel
- Pub [13+]
-
- gather information; gain a magic bewerage that works as a potion (enlarge/reduce, spider climb, Necrotic resistance, or Frightened immunity) … the bewerage works for 24h
- Red Wizard Necropolis [5+]
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- get undead to buff your Bastion’s defenses (which we do not plan to use?)
- Reliquary [13+]
-
- get a Charm of Greater Restoration; craft a talisman that can be used instead of a Material Component of a spell up to 1000 GP … the talisman is not consumed even if the Material Component would be
- Rookery [5+]
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- gain a mist talisman linked to a Domain of Dread; send a messanger raven
- Sacristy [9+]
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- create holy water or a magic item (only relics)
- Sanctuary [5+]
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- get a Charm of Healing Word or a druidic focus or a holy symbol
- Sanctum [17+]
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- get a Charm of Heal; get temporary Hit Points; get the Word of Recall spell to your Bastion
- Scriptorium [9+]
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- get a spell scroll of a Cleric or Wizard spell of 3rd level or lower; create pamphlets for 1 GP a piece
- Smithy [5+]
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- craft anything craftable with smith’s tools; (if level 9+: craft magic weapons & armor)
- Spirit Vault [13+]
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- get a Charm or Dispel Evil & Good / Remove Cirse or Hex (level 3) / Bestow Curse; roll d6: 1: get 6d6 Psychic damage, 2-5: get the benefit of a Contact Other Plain spell
- Stable [9+]
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- get mounts; sell mounts for +20% than the standard price, +50% if 13+
- Storehouse [5+]
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- sell goods for +10% than the standard price, +20% if 9+; +50% if 13+; buy nonmagical items
- Séance Parlor [5+]
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- gain Heroic Inspiration; cast Speak With Dead between advantures
- Teleportation Circle [9+]
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- let a Wizard spell of 4th level or lower be cast on you; 8th level or lower if 17+
- Theater [9+]
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- succed on a Performance (Charisma) DC 15 check to get a d6 (Bardic) Inspiration die that lasts until you use it or get another one; d8 if 13+, d10 if 17+
- Training Area [9+]
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- gain Proficiency in Acrobatics, Athletics, Performance, Sleight of Hand, Stealth, a tool of your choice, a simple or martial weapon or the ability to reduce damage from a weapon or Unarmed Strike by 1d4 as a Reaction
- Trophy Room [9+]
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- gain a random Common magic item; research a topic
- War Room [17+]
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- recruit soldiers to buff your Bastion’s defenses (which we do not plan to use?)
- Workship [5+]
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- gain Heroic Inspiration; choose 6 tools: craft anything craftable with those tools; craft magic item (implements only)
- Zhentarim Travel Station [5+]
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- increase your group’s maximum travel pace by one step (from Slow to Normal or from Normal to Fast); gain Advantage on Wisdom (Survival) checks to forage or navigate for 7 days.
(hope I did not forget anything
)
1 Like