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Dear All GMs and Players
After long fight with my laziness I managed to finally compile my loose drunken ideas and chaotic notes on kingdom management in one document.

Go to Kingdom Rules v 0.5.

Why was it even started.
So as many GMs i went through the AP and felt a bit disappointed. I was expecting Game of Thrones levels of intrigue, Diplomacy and Warfare and got something meh. I mean, maybe not meh. It's a skeleton to build on. But first it needed complete disassembly and some cleaning.

What is it:
Set of rules for PF2e Kingmaker based on assumption: Maybe we need to give players more possibilities to feel like rulers and generals and less like accountants (still a lot of accounting though), loosely based on Original Rules and of course VanceMadrox & Kerenshara’s Kingdom Building Rules, Remastered.

Much more impact was put on Trade, Diplomacy, Intrigue and Warfare, allowing players to build alliances, explode enemy supply transports and singlehandedly impact outcome of battles.
What issues were found in PF2e Kingmaker Rules?
A lot! (some of the major changes below):
1. Leveling up the kingdom renders some actions impossible. Because of the levels proficiency system in PF2E – the actions that the kingdom is not proficient with were rendered auto fails at higher levels. Proficiency leveling system was ditched and replaced with slow DC increase representing more complex organization of more developed countries (DC increase from 14 up to 19).
2. Relation of the levels to Resource Points was ditched and instead the kingdom now earns RP based on:
- Interconnected Settlements sizes
- Tax Levels
- Tributes if any
- Trade Routes
And expenses keeping the kingdom economy down: Infrastructure, army, espionage network and others.
3. Kingdom skills were reshuffled and redone and there is now 11 of them that allows an experienced kingdom to specialize while not leaving anything behind.
4. Diplomacy was completely redone now including diplomatic actions, diplomatic relations level and possibility to have them impact the game.
5. Intrigue and counterespionage were redone completely now including espionage actions dependent on the espionage level in the specific polity.
6. Buildings were completely redone, now forcing the players to build specific buildings in settlements not being a capital if they want the kingdom to thrive.
7. Warfare and armies are now done on the map as normal PF2e battle and include sieges, army deployment, highlighting importance of army intelligence and generals.

What It is not:
First of all it was not made originally in English (long story short its made mostly for my own campaign and my notsomuchenglishspeaking players (hence different names of Great Houses of Brevoy we could not stand, with Lodovka meaning Refrigerator in Polish).

It is not complete and probably full of contradictions and discrepancies.
It covers only players and rules part. Missing completely GM part including all the hidden juicy information, modified events, power levels and plans of surrounding nations and rewritten history of the campaign (if we are to learn warfare rules, they better be used more than once).
What’s planned: Second part including:
1. Revamp of events to fit new rules.
2. Description of Venture Capiral part for GM.
3. Warfare GM Part including non-standard units.
4. Campaign update for High Politics/High Intrigue Kingmaker including:
- Main players short description and their short term and long term goals
- Revamp of Kingmaker Story Events for the campaign

Enjoy, and shred it to pieces.


I have a question regarding battle commencement in case PCs are sneaking.

Let us say Party comes up to the door sneakily and all roll for Stealth initiative (with bonus because hidden behind the door). All goes well (PCs see relatively high numbers so decide to act slowly).

1st round

Party rogue decides to come up to the door and listen. Somebody is apparently behind the door. He decides to move aside and make space for the others.

Others wait behind the door and ready weapons stealthily.

Creatures behind the door can't hear them apparently and do their stuff.

2nd round Party decides to delay until lowest PC init is active and then start action. Rogue: Opens the door (1 action), Seeks (1 action), and sees the enemies in plain view (no need for rolls), and as they seem to be enemies shoots one bolt for sneak attack (PCs are still unnoticed to enemies). Barbarian: Storms inside, seeks and chops head off an off-guard enemy.

And so one.

What I mean, until they are not noticed behind the door, PCs are unnoticed. And when they storm into the room, enemies still need automatical success seek action to detect PCs.

What about PCs VS Enemies Perception vs Stealth?

On one hand the enemies should roll for init (probably Perception), on the other hand they are not actively listen so active is PCs stealth and not Perception. So we take passive Perception DC as a result of whether enemies detected PCs or not and roll for initiative Perception separately?