Michael Sayre wrote:
Rocket fists are go.
The fact that even if a few people can read it and get put out 4 snares at a time is a problem. a problem that can be addressed with a few lines.
To cut off the crafting in batches problem add in
To stop the stacking snares problem.
As an extra thing to stop crazy base defenses for ranger snares in the ranger feat "snare specialist" add in.
And a last line that bugs me in snare specialist that can be read different ways. make it more clear when/ if you gain more formulas as you increase in proficiency in crafting, as you could pick the feat up when you are a master or legendary and get a different number of formulas total depending on how it is read.
It might not be the best way to phrase things but it would hopefully stop anyone having to have a talk like this one with the gm.
I feel it is good to talk about this before the first errata comes out so it gives the devs a good chance of addressing this in the first errata. Most of us will agree to no stacking traps and the like. But there are always people that will see something like this and interpret it to be in there favor regardless of how it is intended, and sometimes those people steam roll the gm to get there way.
More of a seed, a planet devoid of life, after an experiment taping into the plane of positive energy goes too well. all the plants grew too fast and sucked out all the nutrients from the soil. all those that were living in the area died from being too healthy. a few survivors are left but they have to keep hurting themselves to stay alive and not pop with positive energy. the positive energy keeps them sustained without food or water. play with it as you want.
My group took the rails off the track then put them together once more and had them hooking up to another track so that two trains would hit each other.
My group has a fiendish vessel cleric who has a free imp familiar, they made this plan up after killing the monk. they told Oppian that the wizard was conducting foul rituals in his home, they were on friendly enough terms with him so he took 6 guards some of them named and went with them to the wizards manor, just before they got there, the imp with a bag of holding went in the window of the second story manor and put dead body's in a ritual configuration. they arrive with Oppian and get the wizard to come out he is confused as to what is going on, Oppian sends up one of his men to look for confirmation that some dark ritual is being done. the man comes back down says yes it is. party is behind oppian and his guard and has the imp act once more using the discord bottle, all but the wizard and Oppian failed, the party bard casts glitter dust on the wizard and two guards they all fail, the fiendish vessel casts lesser confusion. in short order the party wins by much trickery. with that i ended the book, the town lost its GR leadership in two days. they never had to storm the fort. But i was the one running the game, and we don't get that much play time a session for reasons.
this is a spot for people to post how they have changed there own kingmaker game with there own house rules, be it what some buildings do, new buildings, extra rules ect. to get the ball rolling i will put in what i have done for my own game.
mageatoruom 60 bp, 3 major items, +4 econ +2 loyalty. half's cost of war mage collage.(balanced or fair more then likely not, came up with it on the fly in game) war mage collage. 30 bp +2 stability +4 defense, allows the training of casters for your army, to work in a military unit. dragon roost 24 bp. +2 econ +2 stability, allows the raising and training of dragons from eggs to mounted combatants, *note must ether have a dragon willing to let you have and raise its eggs or buy them* flying invisible castle 160 bp. standard castle stats +4 loyalty. players wanted it so let them build it. it also has invisible purge inside of it. does not so much fly as levitate up and down. i added in research for buildings, much like how casters can research how to make or cast new spells, i had the players research how to make new buildings. for my game i had some buildings give research points each month that would go to the total amount of research needed to learn how to make a building, buildings are and how many research points they give are ; library 1, casters tower 3, academy 5, and magetoruom 8. i also let the research go faster by putting in bp on a one for one basis for research. example a building the players want to research would cost 15 bp they have buildings that would give them 10 research but don't want to wait till next turn to finish it off, so they put in 5 bp and finish off the research. allow the recruitment of non standard races for leadership positions, ie monsters, gives a +4 unrest, might be higher or lower for what kind of monster you are putting in power. ie orc would give less unrest then a evil dragon would. but still following having to make them friendly first. Spoiler:
my players bribed the hill giant into being there warden by having a brewery just for him adding in small buildings that are meant for the farm hex's like a school house, a Doctor, druid hut, ect limit being 1 of such buildings per hex being built each turn. you pick out what sounds right for your group for bounes but each one should not be that big. talking to the players about what there nations rules will be, who would be allowed to live in the kingdom or city, would monsters like kobolds be let in. what are the holy places dedicated to is it on god many just all of them ect. just stuff to make the kingdom feel more real then numbers for you as dm and for the players. an odd one, but giving a hex to druids and not touching it and have them return the favor some how, i gave the players each farm gave them a total of 3 reduction to consumption*for plant growth*, or a -2 bp cost for buildings*from stone shape*. the druid hexs will go up in size as the size of the kingdom goes up. cost of army of spell casters going up 1 bp for each spell level they can cast. made a few test army's and none can stand up to the mage army so it will have a higher cost because mages are not cheap. using the game master guides city making guideline and its rules, but if the highest level casting a city can do is 9th level or higher just have that be a ritual where lower level caster join together to cast such spells, taking lots of time and the one in the lead of the ritual has to have a npc feat for it. the building limit be for district rather then for the kingdom per turn. that is all i can remember for now, well that can apply to other peoples games at least. |
