Player owned Bases


Advice


Hello all, I'm going to be running my first campaign using pathfinder in general using the 2e rules after my current one.

It's all a homebrew world but my players love their base in the current campaign and I'd love to give them another base next campaign.

Is there any advice that those who have played longer or deep dived into a system a bit more that you could impart on me in base creation or rules?

Thank you, a pathfinder newbie

Sovereign Court

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Have you checked out Vol 2 of Age of Ashes : Cult of Cinders?

They have a section about running/updating a citadel/base in the Toolbox. Though it is a bit tuned to the adventure location the rules could easily be used in a homebrew/another location.


Jib916 wrote:

Have you checked out Vol 2 of Age of Ashes : Cult of Cinders?

They have a section about running/updating a citadel/base in the Toolbox. Though it is a bit tuned to the adventure location the rules could easily be used in a homebrew/another location.

I have not but I will check it out right now


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Honestly, the Cult of Cinders stuff is worth mining for inspiration but not much else. It is pretty bare-bones and specific to that AP/story.

You could do a lot worse than picking up the the PDF for PF1's Ultimate Campaign. The building system would easily serve the base-building aspect and the event tables would be easily adapted.

Whether you want to adapt the Labor, Capital, & Influence mechanics is up to you but it shouldn't be too difficult. The Downtime rules that exist in the PF2CRB had their origins in the the Downtime systems from Ultimate Campaign.


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Ultimate Campaign from Pathfinder 1 is certainly the more involved system. Personally, it's a bit TOO involved for my own particular tastes.

I have not yet run Cult of Cinders, so I can't say from experience, but the more streamlined version of base rules appeals to me.

The "repair this part, or that part" downtime activities in Cult of Cinders may or may not apply to your own home base. But I can certainly see Administer and Organize Labor being core aspects. All of the Upgrade activities.. Build Infirmary, Build Library, Build Training Facility, Upgrade Defenses... those are excellent bread and butter downtime activities that can apply directly, or be easily modified to fit your own context.

The real value to Cult of Cinders' home base rules is that they are all simple skill checks. You're not tracking any sort of build points or anything like that. Hiring labor for the jobs costs money, sure, but as an adventurer you're already tracking those. So it's just time and cash and skill checks. I imagine you could rip through a month's worth of downtime spent focusing on a home base in 10 minutes and have it feel satisfying to the players.

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