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My players and enjoy the hexploration options in different games but the Kingmaker ones are kinda clunky. Since we do play a lot of Forbidden Lands, which has excellent rules for such things I'm looking at using their Quarter Day framework to make managing the hexploration/camping rules a bit easier/funner/less time consuming. Note that this does come with the caveat that during a Quarter Day a character is doing one thing. Obviously by most Exploration Activities etc. don't take that long but the goal is to get away from needing to keep meticulous notes of Player A spend 2 hours setting up the camp so Player B can treat wounds on 8 different characters etc. etc. Abstracting it out, at least on this first pass. Forbidden Lands style camping/travel The next step will be to change how meals work to make them more worth engaging in. My initial thought is that a success has the bonus last for one Quarter Day and a Critical Success lasts for two Quarter Days but I'm not married to that and I'd have to re-look at what the bonuses are. ![]()
I'm aiming to tie Nyrissa and the machinations into things much tighter and foreshadow a behind the scenes force super, super early. Ideally to have clues of her manipulating the various "bosses" along the way - Tartuk (who in my game is separate from Tartuccio because that plot is bad in the AP), The Stag Lord etc. Is there a list anyone knows of that lists the "bosses" or what one would perceive a boss to be? If not it's not a big deal to go through the AP and earmark them myself, just thought I'd see if I could save a bit of prep work that way. I do also plan to have her feature as elements of one PCs Willing Host background and another PC's Enigma muse. Thanks. ![]()
So far I haven't read anything that necessitates Tartuccio being Tartuk. My PCs don't have any real hatred of Tartuccio. I mean they certainly found him irritating and full of himself but the reveal will likely have zero impact. On top of that they did succeed at influencing him to some degree during the feast (faked though his attitude towards them may be) and it makes way, way more sense for him to capitalize on that to spy on them then to run around pretending to be a kobold. Is there any reason beyond "that's how it is in the video game" to not have Tartuk and Tartuccio be two different people? ![]()
We're still a little ways off from getting to the Kingdom part of things in our game but I like to be prepared. One of the things I was looking at was doing multiple kingdom turns in the initial setup to show some time passing as the kingdom gets established. I want the players to make choices so I'm going to play through the turns rather than just time skip and give them a starting position. I do plan to use another suggestion about leveling the Kingdom with the PCs rather than having a whole separate other XP grind so by the time the first Kingdom phase (representing several turns) is over the Kingdom will be of a level equal to the party and grow from there. My question is, has anyone else done this? If so how many turns of building did you find worked well? ![]()
1 - A friend told me that it would be beneficial to have something linking the various "bosses" to the BBEG otherwise they show up kinda out of nowhere. Anyone have experience with that? 2 - Do folks handle Kingdom events as Kingdom skills or as adventure seeds (or a combination of both depending on time and inclination)? ![]()
Just to pre-amble by saying I love the Wealth by level table to stop weird things like 5th level D&D characters with +2 weapons etc. "because that's what the random roll was". However, one of my players feels...constrained...by knowing that no matter what they do between levels the wealth is artificially capped/constrained. I know the math on the game is super tight and I know items matter but any idea how much wiggle room there is on the wealth by level table. ![]()
I get that using the various companions is something that the game encourages but how do folks actually use them? Especially if you've got a large party already (our group is 6 PCs). Just background and come forth when their personal plot is triggered? Have them run kingdom stuff in the background? Adventure with the PCs so the players feel a connection to them? ![]()
We're about to start Kingmaker (we've played the BB to get our feet wet with PF2e) and I'm just curious if folks have any guidance for having 6 players when we get to the Kingdom stage of things. Do you still only take on four leadership roles? Limit the number of Leadership activities? Encounters etc. I can modify as needed (thanks to PF2e having a system that works) but I have some concerns about the impact of a larger group on the Kingdom side. ![]()
We're excited to be moving to PF2 (have just run two sessions) and we're going to play Kingmaker because our group really enjoys both hexploration and empire building so it was a no brainer. But I have a few questions about hexploration. I've got the gist of it down (thank goodness for the clarity of most of the PF2e rules) but... Do Exploration Activities fit into the system in the gamemastery guide at all? I get that somethings will slow the party too much but things like Sense Direction, Cover Tracks, Track? I see that the GM can allow them as an individual activity but if the party only has one 1 action due to speed that would mean they can't even sense direction and travel in the same day which seems weird. ![]()
(new to PF2 but not games) I love how elegantly PF2 handles Exploration Activities compared to many other games but I'm working out how to handle multiple characters taking the Search activity. Does each GM roll for each character or just one with the other(s) assuming to be performing Aid? We're only one session in and so far I've been rolling for each character (it's rare to have more than 2 doing the same action) so it's no burden but wanted to check if that's correct. Largely because we decided to play through the BB as RAW as possible so we get an accurate feel for the system. ![]()
New to Pathfinder (for obvious reasons) but not games having four decades or so of GM-ing various games and working my way through this game (finally). I have a question about the Thaumaturge. Can you Exploit Vulnerability against something with no weaknesses - like a normal human? Say a bandit or similar? The rules for the game are surprisingly clear so it reads like Mortal Weakness requires an existing weakness but Personal Antithesis does not. Thanks and looking forward to the game! |