Where the dungeon ends, another adventure begins! Pathfinder Roleplaying Game: Ultimate Campaign takes you on a guided tour through the parts of the game that happen between monster attacks and quests for ancient artifacts. As some of the most powerful and prestigious heroes around, do your player characters want to build up a kingdom of their own, or lead an army against a neighboring nation? Perhaps they want to start a business, craft magic items, or embark on a quest that will come to define them. Whether you’re looking for help generating a young character or seeking ways to challenge adventurers who’ve grown bored of fighting monsters one-on-one, this book has everything you need!
Pathfinder Roleplaying Game: Ultimate Campaign is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.
A detailed guide to generating character backstories, including a new system for random character generation and traits and drawbacks to meld your background with your statistics.
Story feats that increase in power as you achieve key goals, making quests and crusades more than just flavor!
A complete downtime rules system to flesh out those parts of a PC’s life that take place between adventures, such as running a business, gaining power and influence in a community, or starting a magical academy.
New rules for retraining and switching classes; honor, reputation, and fame; young characters; investment; magic item creation; and other key adventuring topics.
Rules for building up a kingdom, including construction and technological advancements, governing your people, and more.
Mass combat rules to help you lead clashing armies and conduct epic battles in a fun and efficient manner—without losing sight of the PCs themselves.
It seems like paizo deliberately goes out of its way to make abbreviating product names into acronyms difficult. See the AP line: Serpent's Skull, Skull and Shackles, Shattered Star. I'm probably gonna default to calling this book "The Campaign book" myself though.
The problem with optional rules is that they are shiny and new and everyone wants to use them.
No I don't.
That's why they say you only need the core rule book, dungeon masters guide, and the moster beastery to play a game, all other things are optional, but can be fun if used properly.
I am very much looking forward to this. I don't give my players downtime often, but when I do they want to do quite a bit. Like work on the courting of someone their character is interested in, run a business, do training, do research. Lots of things.
I could use some rules for managing downtime and the romances in the game. Since I run a homebrew only I don't have the rules for relationships that will be in this. So on the whole with what my group likes to do this book will be a huge boon to me.
I want this oh-so-damned badly for even just one reason only: "An extensive system for generating character and NPC backgrounds, history, and family, from the son of the farmer to the king’s daughter."
I really want to run a campaign in the Golarion setting, but there's just so much information spread out over so many books, it's hard to keep track of everything that one should know to make a background that fits in the setting.
I want this oh-so-damned badly for even just one reason only: "An extensive system for generating character and NPC backgrounds, history, and family, from the son of the farmer to the king’s daughter."
I really want to run a campaign in the Golarion setting, but there's just so much information spread out over so many books, it's hard to keep track of everything that one should know to make a background that fits in the setting.
the Rulebook Lines are Setting neutral. this is a background System in general I believe. Not Specifically for Golarion.
I'm not so much on the tactical minatures games, what I'd really like to see is either something like BECMI's fairly large-scale strategy rules or the board game that was one of the original Dragonlance modules that let you track the course of a war across the entire continent month by month.
The mass combat rules in Ultimate Campaign will be the same rules as we debuted in Kingmaker, in Pathfinder #35, but polished up and expanded. As with the kingdom building rules, we've looked at feedback on these boards, as well as actual in-game play from in-house campaigns, and are using that feedback to enhance the rules for appearance in Ultimate Campaign.
A full-scale tactical mass combat game like Warhammer or Battlesystem or something like that is FAR beyond the scope of Ultimate Combat. Something like that would easily be it's own book or own game.
The mass combat rules in Ultimate Campaign are more of a narrative tool to help you quickly resolve such huge battles in your adventures.
EDIT: Looks like I already replied as such upthread, but I'm reposting a slightly more descriptive reply to help folks anticipate what exactly this book will be doing.
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I really enjoy the kingdom building rules for Kingmaker, and my players in two campaigns have found them to be a fun "something different." One thing I would LOVE to see as a GM in any updates would be a way for the cities one builds using kingdom-building rules to generate a stat block like the one Paizo now uses to describe cities in adventures. Right now, the two are totally different. It's kind of like PCs and NPCs having different ability scores with different names, with PCs having "Dexterity" and NPCs having "Agility."
Kingdom-building cities (in Kingmaker) have three stats: Economy, Stability and Loyalty (okay, five: plus Unrest and Defenses).
Regular Paizo cities have six stats: Crime, Corruption, Economy, Society, Lore, and Law.
What I've been doing is:
• Econ = Econ
• Law => Stabilty
• keep Crime as a sub-score of Stability (crime = instability)
• add Loyalty
• keep Corruption as a sub-score of Loyalty (corruption = government disloyalty)
• add Unrest as a sub-score of Loyalty (unrest = public disloyalty)
• keep Lore
• add Defenses
• drop Society
So what's that, 8? Not perfect, but something like this would mean that kingdom-building cities and cities in adventures could use the same stat blocks.
Any info on if we will be getting any new stuff for the settlement rules like new governments and what not? Also would love to see some way of unifying this and the kingdom rule together as one coherent system like people have said above if that's possible.
I really would like to see the ship combat rules added in a chapter for this book if possible. Those rules always are handy to have.
Ooh! All for that! I've been in a bit of a pirate obsession lately (though I've not been able to get Skulls and Shackles stuff yet due to budget concerns), so it'd be nice to see ship combat stuff. I'm a little sad caravan stuff won't be in, but it's included in the free Jade Regent player's guide, so I doubt that'll be much of a problem. ^_-
This book looks awesome. I'm particularly excited about the expanded Kingmaker Kingdom rules.
As an Adventure Path subscriber, do I get a free PDF copy of this if i preorder it?
As Azaelas Fayth pointed out, Ultimate Campaigns is part of the Pathfinder Roleplaying Game line of products and you need to subscribe to that product line to get the free PDF.
There is a thread collecting points of confusion in the crafting rules. This book will try to make some of those more clear, but it has been stated that the existing rules will *not* be changing.
Rules for non-government organizations (such as some of the Factions in the Faction Guide and the Schools in Inner Sea Magic); or, at least some means for them to interact with Kingdoms meaningfully.
Rules for scaling Factions. The ones in the Faction Guide are generally all continent-spanning in their reach (throughout the Inner Sea). Some discussion on using the same base mechanics for smaller organizations (such as a noble house with influence limited to one realm, or even a Guild with influence mostly limited to one city) would be nice.
Rules for non-government organizations (such as some of the Factions in the Faction Guide and the Schools in Inner Sea Magic); or, at least some means for them to interact with Kingdoms meaningfully.
Rules for scaling Factions. The ones in the Faction Guide are generally all continent-spanning in their reach (throughout the Inner Sea). Some discussion on using the same base mechanics for smaller organizations (such as a noble house with influence limited to one realm, or even a Guild with influence mostly limited to one city) would be nice.
I saw there are rules for backgrounds and families. Will this give way to stat out children? I have a couple of players that feel like playing younger casters and I'm interested in obliging them.
I saw there are rules for backgrounds and families. Will this give way to stat out children? I have a couple of players that feel like playing younger casters and I'm interested in obliging them.
You could try using the "young" template from the Bestiary.
"From delving deep into your character’s background to exploring life between adventures to building strongholds, attracting followers, and conquering kingdoms, this wide-ranging resource for players and Game Masters greatly expands the scope of characters and campaigns."