Should players have access to settlement stat blocks?


Pathfinder First Edition General Discussion


I'm about to start a new campaign that will be based around settlement for about 6 levels. After building the settlement via the rules in the GMG I noticed that it would add some significant modifiers for skills (Sense Motive and Sleight of Hand, most notably). Should player's be allowed to have access to a settlement's stat block?

For example, the village that the game will be based around will have some skills modified by -8 and others by +5, with most of the other modifiers falling between -2 and +1. Should the players know about this ahead of time? After all, increasing the DC to pick a pocket from 20 to 28 while in town is a big difference, especially when starting at level 1. I've typed up a 6-page campaign guide and wasn't sure if I should include the stat block for when I print off a copy for each player.

The stat block also contains the town's limit on what is available for purchase, so it would give the players the knowledge of what level of gear they should expect to be on hand in relatively short order, but I'm unsure if the PCs should be allowed access to all that a stat block contains ahead of time, even though the information won't be as detailed or as immediately important as an enemy stat block would be. For those who use settlement stat blocks, do you allow your players access to them.


I think they know if they're in a small village or a metropolis. Hard to miss stuff like that.

The exact number of citizens or the purchase limit is something they wouldn't know exactly, but could probably guess.

That it's easier to pickpocket in a big, crowded city than a small market where everyone knows everyone and the stranger stands out like a beacon, should also be obvious (they might not know the exact penalty/bonus, but should know if it's "very easy" or "virtually impossible".)


Anything more than +-2 should be told probably. As that is more than most circumstances.


Like the rest have said, not the full stat block. I agree that things like the purchase limit and the base value should be kept hidden. Though I think that with good old fashion detective work (ie. asking around in the right places), a party could figure out a rough estimate of the base value and available spellcasting limit.

As for Qualities, the Danger level, and the Modifier values these things could be given based on good Knowledge (Local) rolls or by doing the right street research. Even then, I wouldn't necessarily give the values straight up. This is an excellent opportunity to describe the flavour of the city, especially if the modifiers are significant.

Lore (+6): This city is renowned for its great libraries and academies. Scholars come from all over the world to pour over the pages resting throughout the city's dusty corners. You should have no problem finding the knowledge you seek within the city.

Crime (+4): Hold on to your purses and keep your belongings close as the metropolis has a shortage of watchmen and an abundance of criminals. The failure to crackdown on the local guilds ensures a steady business of quick hands and sticky fingers while the city watch does nothing. Keeping this mind, you make sure to keep your guard up during your stay in the city and trust no one until they've proven themselves.

Etc.

Sovereign Court

I am probably in the minority this day in age but I don't let my players see any stat block period. I find the more I keep under the hood the less meta-gamey the game gets. My players and I just don't have fun unless we can forget about mechanics and just do what comes naturally to our character. YMMV.

Liberty's Edge

The new Player Companion for Varisia gives the complete Stat Blocks for many locations (including Sandpoint which has a population barely above 1000).

If Paizo deemed it okay to let any and all player have access to this kind of info, I feel that you can do it at home too especially if the PCs are supposed to live in the area. YMMV


I think some info in a settlements stat block can be widely known by the players and subsequently thier characters. For those modifiers however, they should be relayed in a more abstract manor. Like the penalty to pickpocketing DC's, you should tell them something more like the towns guards are very watchful and the populace remarkably cooperative with them, so the likelyhood of getting away with such an act is less likely to succeed.

Asta
PSY

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