Ravingdork |
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Start of the Second Month (Don't feel rushed, we're not quite there yet.)
(The below stats do not reflect anything we may do with our current downtime activities.)
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Rulers
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Ruler, Primary: Lord Mayor Rory Ward (+3 Economy)
Ruler, Secondary: vacant
Consort: vacant
Councilor: Maester Jhod (+4 Loyalty)
General: Sir Akiros, +2 Stability
Grand Diplomat: vacant (-2 stability)
Heir: vacant
High Priest: Abbot Adular Garess (+4 Stability)
Magister: vacant (-4 Economy)
Marshal: Marshal Sootscale (+3 Economy)
Royal Enforcer: vacant
Spymaster: Sir Eldric Lorren (+4 Economy)
Treasurer: Lady Riva Sarjenka (+5 Economy)
Viceroy: vacant
Warden: Sherrif Kesten (+3 Loyalty)
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Kingdom Stats
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Name: Caerulus; Alignment: Neutral Good; Size: 1 hex; Population: 2,750
Control DC: 22; Economy Rating: 18; Loyalty Rating: 12; Stability Rating: 8
Treasury: 29 BP; Unrest: 0; Consumption: 6 BP/month
Ongoing Events: None
Education: Unknown (no modifiers currently applied)
Promotion: Standard (+2 Stability, +2 Consumption)
Taxation: Standard (+2 Economy, -2 Loyalty)
Festivals: 6 per year (+2 Loyalty, +2 Consumption)
Features: City x1
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Settlement Stats
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ALLANIA
Defense: 8; Settlement Districts: 1 (The Castle District); Population: 1,500
Alignment: Neutral Good; Government: Autocracy; Type: Large Town
Corruption: +0; Crime: +0; Law: +0; Lore: +1; Productivity: +0; Society: +1
Qualities: Strategic Location; Disadvantages: None; Danger: +5
Base Limit: 0; Purchasing Limit: 0; Spellcasting: 5th
Minor Magic Items: None; Moderate Magic Items: None; Major Magic Items: None
ALLANIA DISTRICTS
Name: The Castle District
Buildings: Castle, houses x1, library
Features: Water to the south and east
Standing Army Stats
No armies available at this time.
Comments: During our second edict phase, I say we build that house for the kobolds to avoid horrible penalties, another cheap structure that will produce money (namely, give our town a base purchase limit), and create a farm that will reduce our consumption.
Ravingdork |
Does nobody want magic items made?
Making the house(s) for the kobolds is a definite. Was I able to make my common room last month? and if so, would i start benefiting from any bonuses it gives or do i have to wait until the theater is complete?
We are limited to using BP for one building per turn (plus one house-like structure).
Last/this month we created the castle and a house. In the coming month we will build one more building and a house with BP. We need to watch our BP though. Our comfy 29 will go down to 23 just from consumption (which is why we need to get it down). Farms are a great way to reduce consumption costs, which is why I think we should start on that.
You benefit from buildings immediately upon their completion.
Ravingdork |
But i thought since i was building my theater one piece at a time via the downtime rules I would be able to build it slowly instead of all at once with the kingdom building rules.
Downtime rules function on a day-by-day scale whereas the kingdom rules function on a month-by-month scale.
So making a building with your capital might take X days, but using BP always finishes it by the end of the month (effectively instantaneously on the kingdom time tables).
You can do a LOT of downtime activities in one month (even though you gotta spend one week doing nothing but running the kingdom).
Rory Ward |
ok, so then i was able to get my common room. The month was like what, 30 days, and i spent 16 getting the common room set up via downtime. That with the time spent getting the goods and labor needed put me at 21 days. 28 when you put in the week we spent ruling. that leaves me with
three days to take ten on getting... goods.
Now it says a common room's earnings are gp or +7 influence. Does that mean I would get the +7 influence or gp now with month two's kingdom checks or do i have to wait for the theater to be completed before i start raking in the goods since right now its just a room, not a building.
Ravingdork |
Kingdom checks have absolutely nothing to do with earning capital. You're mixing terms from two independent rules systems.
You can technically earn capital without a building at all. The only requirement is that you be in a settlement.
A building or organization just gets you a whole lot more.
Provided you can use it in a manner that would bring in capital (such as renting out your common room to gamblers or some such) you can use it to earn capital even though it is technically only a one room building at that point.
Don't forget, you MUST spend 7 days out of every month running the kingdom. If you fall even one day short of that, we don't get your bonuses for the next turn.
Rory Ward |
Alright, so we can have the common room be used right now for our meetings to help gain me influence capital. as for the days for the first month, there's 31 days in Abadius. 7 days ruling, 5 days gaining resources, and 16 days building is 28 days total which leaves me with 3 more days in the Abadius to gain 6 gods (2 goods a day when I take 10) in preparation for the next month. Or are we just doing a base 30 days for a month despite how long or short a month really is in which case its just 4 goods I'll be getting.
or am i missing something else all together.
Ravingdork |
Alright, so we can have the common room be used right now for our meetings to help gain me influence capital. as for the days for the first month, there's 31 days in Abadius. 7 days ruling, 5 days gaining resources, and 16 days building is 28 days total which leaves me with 3 more days in the Abadius to gain 6 gods (2 goods a day when I take 10) in preparation for the next month. Or are we just doing a base 30 days for a month despite how long or short a month really is in which case its just 4 goods I'll be getting.
or am i missing something else all together.
You're not building the building yourself necessarily. While it gets put together over those 16 days, you can perform other downtime activities. You just need to get it started.
Also, if you only use the room for us, you aren't using it to gain capital.
Rory Ward |
I thought I'd have to have a hand in the construction of the room. Well I'll at least log a day of overseeing to make sure they know how to get it done. As for making sure i gain capital. Shesh, i have no idea. Since we're still pretty small, I guess I'll have it be a place for people to come and rest after a long day of work, not just for us to hold our meetings. But a place for people to relax by a small hearth maybe and talk among themselves. Would that be good for gaining influence until the theater's complete?
so if we go 7 days ruling, 5 days getting what i need for the common room, and another day to oversee the construction, that's 13 days which leaves me with 18 days instead of 3. So i'll do half goods and half labor. Along with this I'll be writing my first play "The Story of Caerulus" or something... working title.
I"m gonna go roleplay this out in a sec. I just need to go read some more of my homework first. I'll be so happy in may when i'm done with school and finally have my bachelors... oh yeah, speaking of that. April's crunch month for me so I may respond less as the month continues dependong on how much I procrastinate...
Ravingdork |
As for making sure I gain capital... Sheesh! I have no idea.
Since we're still pretty small, I guess I'll have it be a place for people to come and rest after a long day of work; not just for us to hold our meetings, but a place for people to relax by a small hearth maybe and talk among themselves. Would that be good for gaining influence until the theater's complete?
It is ultimately up to the GM to decide if it makes sense enough, but I happen to think that is a perfect use of it.
So if we use the seven days ruling, five days getting what I need for the common room, and another day to oversee the construction, that's thirteen days which leaves me with eighteen days instead of three. So I'll do half goods and half labor. Along with this I'll be writing my first play "The Story of Caerulus" or something... working title.
You can't use your common room to generate goods or labor, since it only generates gp or influence. Other than that, it sounds like a plan.
Rory Ward |
I'll wait for DM's ruling then on if it makes enough sense to gain me the +7 influence before posting it in gameplay. Also, I myself will be gaining the goods and labor through my diplomacy checks, not through the common room.
edit: Finally finished my homework, I'm off to bed. later.
Powergaming DM |
Rory Ward wrote:Since we're still pretty small, I guess I'll have it be a place for people to come and rest after a long day of work; not just for us to hold our meetings, but a place for people to relax by a small hearth maybe and talk among themselves. Would that be good for gaining influence until the theater's complete?It is ultimately up to the GM to decide if it makes sense enough, but I happen to think that is a perfect use of it.
Using a common room as a place for people to get to together in common is a perfect example of using a building to gain influence.
So yes I agree.Ravingdork |
Found this neat little tidbit in the rules:
The [time entry for rooms and teams] indicates how long it takes to complete the room or recruit the team. You may divide the Time price for a room by 2, 3, or 4 by spending 2, 3, or 4 times its Labor price. You may divide the Time price for a team by 2, 3, or 4 by spending 2, 3, or 4 times its Influence price. You must be in the settlement at the start of the construction or recruitment period, but don't have to spend any of your downtime days to begin construction or recruitment. In effect, you have to be present only to give the order to begin.
If a team doesn't have a Time price, spending capital to recruit that team doesn't count as a downtime action.
Note that the Time prices for teams are for recruiting the team for long-term employment and don't reflect the availability of these kinds of NPCs for temporary work. For example, if you need to hire a 3rd-level cleric to cast lesser restoration, you don't have to spend 7 days of downtime recruiting a Priest team—you can just make standard spellcasting arrangements as described in the Core Rulebook.
So it looks like you can speed up construction or recruitment, by doubling, tripling, or quadrupling the labor price. This might come in handy if we want to make sure the building is ready for the next Kingdom turn, or if we need to squeeze in an extra day or two so as not to miss out on our Leadership responsibilities.
Ravingdork |
I remember you saying something about a 15 point limit on spending a month. Was that for just kingdom building BP or is it for downtime building as well. I ask cause that's why I only built the common room since it cost a total of 15 resources to build
That limitation ONLY applies to the spending of capital PER DAY using the Downtime rules and has nothing to do with the limitations of the Kingdom Building rules. It is based on Community Size, so since our kobold population boom, the limit has increased to 25.
In short, at our current settlement size, you can spend 25 capital (goods, influence, labor, and/or magic) that you already have each day.
The only real limitations the Kingdom Building Rules have is 1 building and 1 house-like building per month (and 1 hex claimed per month) which likely doesn't even apply towards buildings created during Downtime since they are two completely different sets of rules (though our GM may rule otherwise.
Like the Settlement capital spending limits, the Kingdom building limitations will become far less stringent as our kingdom grows in size (in terms of the number of hexes we claim).
Rory Ward |
Alright, I updated the calendar with all the work Rory's doing in the month of Abadius or whatever the first month's called. Question for DM, I know the campaign specific NPCs you'll control, like Sootscale, Jhod, etc. But can we just control other NPCs that we'll primarily be interacting with? Like when/if I hire a theater troop to work in my theater, could I just save you the trouble and control them alongside Rory? And then there's bigger characters like when Rory does take a wife, would I control her or would you want too? I know typically we'd only control our character, but with the building of a kingdom, i can only imagine just how much larger the cast is going to get. Like a Game of Thrones novel in characters.
Rory Ward |
Sorry to ask another question but what's with the promotional roll? I checked all those links you posted on the last page about downtime stuff and didn't notice anything about it. Is it something Rory can get when his theater opens?
Also, got the next month planned out. Since I'm slowly getting a better grasp on things I'm going to spend most of it on getting all the supplies i need for the theater and building stuff as i get enough supplies... starting with a lavatory for the common room. I'll have everything by pretty much the end of the month and be able to start building just before it ends. that'll leave me with time to get stuff for a theater group and have a play ready for the theater's opening maybe. depends on how much a theater group costs, I'll have to double check that.
edit: nope. It'll take me all the third month along with one day of the following month and the left over two days of the second month to get enough stuff. Guess we'll be going with an amateur group of thespians for the opening show.
Ravingdork |
It's under the "Promote a Business" downtime activity under the Downtime Activities page.
Essentially, you can spend a day (and possibly resources) and make a check to get the target business "bonus resources" for the next few days.
I started a rules thread asking about it earlier, as certain aspects of it aren't too clear.
Rory Ward |
thanks, I'll defiantly be looking into promotion for my theater. also, I would think the bonus would last during the promotional period, but with the rules as they are, it may be up to DM to say what's what.
oomph, looking at the retraining rules and it looks like i'm gonna be out for two months or more when I get my next versicle performance... Probably going to get instrumental to replace my diplomacy and intimidate. Then all my "diplomancer" skills will be tied to my perform check which will be higher anyways because of skill focus.
Rory Ward |
Sweet. Can't wait to see it. I'm plotting out my actions for the next two months with my theater stuff. busy busy busy.
edit: if i got my numbers right, Calistril 26th the common room will close for renovations and Gozran 7th will be the grand opening of Ward Theater. Most of the month of Pharast Rory will probably be giving acting lessons and finding his cast for the play. I'm legitimately pretty excited about this...
Ravingdork |
Sweet. Can't wait to see it. I'm plotting out my actions for the next two months with my theater stuff. busy busy busy.
edit: if i got my numbers right, Calistril 26th the common room will close for renovations and Gozran 7th will be the grand opening of Ward Theater. Most of the month of Pharast Rory will probably be giving acting lessons and finding his cast for the play. I'm legitimately pretty excited about this...
Just be wary of the Downtime EVENT PHASE (not to be confused with the Kingdom Event Phase). We've had it easy so far since we don't have any buildings of our own, but that might all change in short order during the second month.
Your theater may well burn down when that fire breather you were interviewing screws up his performance.
During the Event phase, a random event might affect your downtime. This could be a generic event or an event relating specifically to one of your buildings or organizations.
There is a 20% chance each downtime day of an event occurring in a settlement, and the GM then determines (usually randomly) which PC-controlled building is affected. If no event occurred the previous downtime day, the event chance increases by 5% from the day before (maximum 95%). For convenience, the GM may increment the chance of having an event and roll for events only when you are in the settlement, as dealing with events while you are away for long periods creates extra bookkeeping. Once a downtime event occurs, the chance per day of having an event drops to 20% again. See the Downtime Events section, to determine what sort of event occurs.
Some events can be negated, compensated for, or ended with a check. Others require you to complete an adventure or deal with a problem in a way not covered by the downtime rules—in effect, they include a way for the GM to add a little excitement and unpredictability into downtime.
In addition, the GM may have an adventure- or campaign-specific event take place during downtime.
Example: Laura's character spends 5 downtime days in Sandpoint. Because Laura owns buildings there, the GM makes a roll each downtime day on the event table, starting with a 20% chance the first day and increasing by 5% each day. On the fourth day (35% chance of an event), the GM rolls that an event occurs—a bar brawl! The GM decides this event happens while Laura's character is in the tavern, and gives her the opportunity to use her words or fists to put an end to the trouble. Because an event occurred, on the next day the chance of having an event resets to 20%.
Ravingdork |
I think there are event phases for both, and they operate independently of one another. (Downtime event phase, like most things downtime related are day by day, whereas the Kingdom event phase, like most things Kingdom-based, are once per month.)
If you run a theater AND a kingdom, you will likely need to address issues arising with your theater as well as within your kingdom.
Ravingdork |
Adular, your character sheet is ready.
Let me know if anything looks amiss.
Rory Ward |
hrm... writing down all my plans for the theater made me realize i can't jump right into the auditorium... it costs 30 capital, so I'll have to build a ballroom first... oi, that's just going to push back the opening.
edit: oh wow, they both take 40 days to construct, that's a whole extra month of waiting for the theater to open. It's now going to be opening in like... Desnus... I wonder if it'll open around Rory's birthday...
Ravingdork |
Ravingdork you wanted to know more about the education edict. Any specific questions?
Could you please interpret/explain your house rule document? Edicts are generally only a Kingdom scale thing, but I only see settlement-scale terms being used in the document.
In short, I can't make heads or tails of what it is meant to do or how it is supposed to work.
Rory Ward |
I know its still a little early since we still need to wait for Eldric and Adular to make their monthly posts, but for the month of Calistril, we definitely need to make the homes for the kobolds, but also I think we should build a smithy to get to work on Sootscale's badge/shield. I don't want to risk angering him by taking too long and then losing his tribes support.
Ravingdork |
It's a kingdom level thing that effects all the settlements in the kingdom.
So it has no effect on the Economy, Loyalty, or Stability ratings?
That doesn't leave much mechanical incentive to use it then. Also, it mentions Fame, which is an optional Kingdom rule. Are we even using that?
What's with the PC class percentages and building requirements?
Rory Ward |
my theater will help with a +2 to economy and stability. Was looking at some of the downtime events for it and they look like fun. Also noticed there were castle downtime events and since we have a castle now got me wondering, who benefits from influence, goods, etc gained through castle events? Just me the king, or all of us since we're a party and the castle was made through kingdom building.
also noticed a public scandal event for kingdom events... that could be bad for Rory if that gets rolled up.
Ravingdork |
my theater will help with a +2 to economy and stability. Was looking at some of the downtime events for it and they look like fun. Also noticed there were castle downtime events and since we have a castle now got me wondering, who benefits from influence, goods, etc gained through castle events? Just me the king, or all of us since we're a party and the castle was made through kingdom building.
also noticed a public scandal event for kingdom events... that could be bad for Rory if that gets rolled up.
If I remember correctly, Settlement-level events encourage the GM to only roll for them while the PCs are actually PRESENT AT the building in question. I'll see if I can dig up the actual rules quote.
Kingdom level events typically effect the entire kingdom, or a settlement within the kingdom, and are generally (but not always) meant to be resolved with Stability checks and/or roleplay by everyone in the party. NPCs in appropriate leadership roles may also take part I'd imagine. For example, NPC rulers holding law-enforcement type positions may work together to quell a riot.
Rory Ward |
So then the castle stuff would only happen during the days we're ruling there? But i'll probably be at my theater a lot until I find something else to build and run. Or just add a second auditorium to my theater to double the shows. Then again i do want to open a bard's college... "The Ward Institute for Higher Barding"
Rory Ward |
Also, my two cents on the education stuff. I'd assume for it to be more in line with the other kingdom edicts, it would have something good and bad that would benefit from having either a lot or a little education? I think having less education should increase crime while having more education should either increase stability or economy (to reflect more educated people having more spending power). That's just my thoughts on the issue.
Rory Ward |
but at the same time, there needs to be something that's affected by how little or much we're putting into education. Hence my thought on crime. If we don't put anything into education, crime should be up but the more we put into education, the more stability goes up. Maybe a tentative break down could be...
none: Stability +0 / Crime +4
Minimal: Stability +1 / Crime +3
standard: Stability +2 / Crime +2
aggressive: Stability +3 / Crime +1
overblown: Stability +4 / Crime +0
though now that i look at it, it doesn't really cost anything and that's what the edicts are suppose to do, typically consumption of materials we have. However, to reflect how education works in a real world setting, economy should be used instead. And really, I guess Lore could work too. But whatever the bonus is to stability or Lore should be the dock we get to economy to reflect the cost in educating the people.
Also, a way to maybe reflavor the levels. Maybe None, Basic, Primary, Secondary, University.
The retraining of NPC to PC classes shouldn't really need the education edict, but if you want it to be a minimal, perhaps a minimum of secondary level education is required to retrain the classes? Also, and this is just my opinion, but requiring certain buildings to retrain to classes should be an all or none kind of thing. Meaning that every class requires a specific type of building (can double up like sorcs and wizards can both use a magical academy) or none of the classes should require it. Just putting some thoughts out there on how to make the education edict you have in mind as something more ready to work with.
Rory Ward |
@ Ravingdork - lol. You had me thinking up Kiss songs to try to figure out what you mean before I remember what it stood for.
@ DM - if your hell bent on educational institutes to train NPCs classes to PC classes, here's my breakdown on how i think it should go.
Alchemist - Alchemist
Bardic Academy - Bard
Dojo – Monk, Ninja, Samurai
Magical Academy - Wizard, Sorcerer, Summoner, Magus, Witch
Military Academy – Fighter, Barbarian, Ranger, Rouge, Cavalier, Gunslinger
Temple – Cleric, Oracle, Inquisitor, Paladin, Anti-Paladin, Druid
Druid's the the temple because I couldn't figure out where else to put it and Druid's do divine magic so I figured whatever.