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Sovereign Court

Taason the Black wrote:
So all in all, a pretty worthless "class feature".

I dunno... it depends on your build. My druid may only have a 16 AC at level 8, but I am fond of the 15' reach with pounce & rake, not to mention all the travel modes available. Natural flight, climb, swim and burrow speeds... plus earthglide as an elemental. Throw in some amazing hide in plain sight ability (who notices yet another sparrow in the back alley or a squirrel in the forest?)

You just have to pick your forms appropriately, and choose a few must-have feats like natural spell, power attack, vital strike and toughness. I am looking forward to turning into a Behemoth Hippo, vital striking my 15' bite attack for 8d8+18 damage next level, not counting Magic Fang...

Sovereign Court

I am a player in a weekly Kingmaker game, delegated to inquire here about a potential solution to our GM's recent boring night of kingdom building... so please limit any potential spoilers in this thread.

Two members of our group were not present this week, so the other two of us decided to catch up on our woefully small Barony's expansion. What followed was a solid 7 hours of claiming hexes, building roads, farms, buildings in town, selling magic items and very little else. Our poor GM only ever rolled for events, and seldom achieved one due to unlucky rolls.

He doesn't want to do that again. And even after building up all session, we are still below recommendations for our progress through the module (we just began book 4 with only 58 hexes... 41 of which were claimed this week).

Our solution sounds feasible, but would like a few opinions about the long-term effects and actual logistics. What we're considering is to break up our duchy into what amounts to three baronies; Port Morovia (our capital, including the ruins of Olegton), Tatzlford, and Varnhold... each of which will be governed by one of the players (the fourth player would be disinterested in government anyway, so we are not excluding him, per se).

Our concern is: what resources would the two lesser territories inherit control of? Would each have it's own building limits, or should the whole Duchy retain the current numbers and distribute them... for example: 3 buildings, 3 hexes and 3 roads per turn = 1 to each territory, with the two farms to be given one each to the barons?

Additional concerns: would it be wise to have multiple kingdom sheets, or contain everything on the one sheet? How would the edicts come into play? Would each baron collect taxes and use his own BP to improve his region, or would some other method of distributing BP be more appropriate?

We are planning to run our kingdom turns via email outside of the actual session to maximize our limited play time, so what would be the easiest method to keep all three players who are interested in the kingdom equally active and yet still be fair and balanced?