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Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

This is the discussion thread for my new game. We already have enough players, so we'll skip the recruitment page unless too many duck out.

We won't be starting play on this until Starfinder is done or at least close to done, so no rush posting here; I just want this around so we don't pollute the SF discussion thread more than we already have.

Campaign World Basics

The year is 5502 according to the Lexandrian Calendar. The World is named Faldriene (in your language, anyway). On the subcontinent of Pretronia, in a country named Mercuria, a lot of changes are taking place. Just 168 years ago, Mercuria was a few small Britanglian colonies.

Over the course of time, Mercuria became independent (via a brutal war with its motherland), grew across a large portion of Pretronia, and has now entered a phase called The Industrial Age. Mass production, steam powered locomotion, and improvements in the technologies of war have vastly changed the cities of Mercuria (as they have done to other parts of Pretronia). Swords have largely (but not entirely) given way to rifles and revolvers, obviating most of the benefits of armor to the point where most modern nations now shun it entirely. No armor has been developed that will protect against bullets.

But rumblings of war abound both within Mercuria and across Pretronia in general. Southern states (many of which still keep Dwarves as Indentured servants) are speaking of rebellion against the north, and skirmishes have broken out when such servants are "freed" by northern abolitionists. Meanwhile, across greater Pretronia, The Ugrinian baron Andre Fader was just assassinated by an extremist from the nearby vassal-state of Brask. Tensions run high as Ugrin debates whether to send troops to suppress the activists. Ancient allies of both nations prepare to throw their power behind long-time friends.

Science and (lack of) Magic

Seriously. Old-world transplants have lived in the western hemisphere roughly 500 years on Earth, and we dominate the entire northern continent. How is Valenhall supposed to still be colony-sized if it was founded in -473 AR and it's now 4720-ish? Wouldn't there have just been massive wars due to increase in Ulfen population expanding by necessity? Or do the Ulfen all hop ship and head back across the sea?

Does anyone know if Breadth of Knowledge stacks with Bardic Knowledge?

I have an NPC avatar and I'm trying to make a post, but I get:

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Click here to change your avatar name.

If you do not wish to change your avatar name, you can ignore this message.

Unfortunately, I CAN'T ignore the message, because hitting submit post just brings me back to the same message. Essentially, I can't post with this avatar anymore.

We're in need of TWO (and only two) new crewmembers in our ongoing campaign. The characters are members of a resistance organization on a Dwarven mining colony trapped between an indifferent Pact Worlds government and the hostile Azlanti.

Looking for a new captain and someone to function as additional gunner/backup pilot. PCs just hit 6th level. I would like new players to commit to being able to post every other day minimum.

Inexorably, as I near 50 years old, I come slowly toward the end of a long gaming career. What are some of the coolest campaigns you've ever run or played in?

Here's my list:

FASA Dr Who - Back in the mid 1980s, Dr Who was a big deal to geeks and completely unknown to everyone else. I picked up this game when I was in my mid-teens and both ran and played Timelord characters solo with one of my best friends. Pretty typical sci-fi fare, but back then it was just Amazing to play in the Whoniverse.

Triumph campaign (DC Heroes RPG) - This campaign, started in my college years, lasted over 10 years; at the beginning, players played Super versions of themselves in our college town. The players, characters, and game-world expanded over that decade, and I wrote three years of blog recapping those adventures in prose form.

American Revolution D&D (modified Advanced D&D) - set during the American Revolution if there were Elves, Orcs, and Magic in our world. The player characters were the rebels, of course, and the theme was patriotically, self-awaredly myopic. My fav was a Ravenloft episode where the Hessian mercenary's player was RP'ing so hard he was cowering under a table!

Crisis in the Ran-DC Universe (cross-system) - I ran a multi-night cross-over where players played whatever characters they wanted from multiple different campaigns/game systems, fighting to save all known existences from an evil GM. I used a comparative system where each character acted against difficulty levels in his own system. It was the finale to my college era gaming.

Collisions (D&D 3.0) - In this campaign, I pondered what would happen if the D&D universe collided with our own. The world was much similar to ours, except that science had failed once the magic from the D&D universe spilled in. All technology could now only be powered by magic. Instead of massive nations we had devolved to city-states. Dungeons from another universe had overlaid themselves on ours.

Call of Cthulhu (D20 Cthulhu/D20 Modern mashup) - I was a player in this one. I played a divine caster, a Kabbalah powered version of Tori Spelling! As with all Cthulhu games, I'm sure we got our butts kicked in the end.

Kingmaker (Pathfinder) - My second Pathfinder campaign, the first one set in Golarion. Pretty much ran by the modules. The main hero was a half-fiend, which lead at one point late in the campaign to a conflict with an army of Paladins flying on Crystal Dragons. As the heroes won, the Druid's player shouted "Whooo, we kicked those Paladin's asses! Wait. Are we the bad guys here?"

American gods (Pathfinder, Mythic) - Not a direct copy of the Gaiman series, but a similar concept. I was a player, and we were destined to become a modern day pantheon. I started with an evil but lovable Lex Luthor-like businessman/scientist. My comparitive physical weakness became more and more obvious as the game went on, but with abilities like Dominate and a Diplomacy score so unbelievable it may as well have been dominate, I ruled social interaction.

Alien Invasion (Pathfinder/Modern Path) - A post-apocalyptic campaign where the Mi-Go devastated Earth during an invasion.

Arzata Abnormal (Pathfinder/Modern Path) - My first campaign on Paizo's website, the characters were paranormal investigators in the fictional town of Arzata, NM. They fought zombies, secret societies, efreeti (on the elemental plane of fire) and more.

So, those are SOME of my best games. What are yours?

A player is trying to cast frostbite outside of combat, hold the charge, and then enter combat later and deliver the charge as a free action.

My argument is that just because you can hold a charge doesn't mean you get a free action NEXT round if you choose not to take it the round you cast, let alone casting outside of combat. Casting the spell doesn't make you faster, you're just able to both cast and attack in one round, if you choose.

Am I wrong?

I'm not 100% understanding how to apply computers rules on pages 214-217 or so, to Starship computers. One of my players would like to add a Firewall module to their ship computer. Their question was "does one Firewall protect our entire system?"

My initial answer is "No," because the Firewall rules indicate you need one firewall per module. But now I'm a little confused, because all they have is a Mk 1 tetrinode computer, which can add +1 to up to four items. There's no mention of Modules at all. Does a standard ship computer consist of only one Module? And if so, how does one pay a 20% purchase price to get a Firewall for it, when the computer cost is in BP?

I'm working on a homebrew Bat Family game, set in "Gotham City," using various house rules and adaptions (I've previously run a very successful 1920s mafia game using a similar pathfinder subset with custom rules).

I'm running into an issue where there SEVERAL "definitive" sources for Gotham City. I found a map put out by DC comics around the time of the "No Man's Land" story line. I found another map, using the same geography, purporting to be based on the Christian Bale Dark Knight movies. Both have completely different names for the same features. I also have DC Heroes 3rd Edition, which includes names of neighborhoods not featured in either of those maps.

For Batman fans out there, how much would it affect your enjoyment of the game if your GM sprung some names on you that didn't fit what you knew about Gotham City? And do you have some suggestions of additional Gotham resources that might make the game more enjoyable?

In Pathfinder, you have verbiage that says "You can make an Escape Artist check in place of a combat maneuver check to escape a grapple (see Chapter 8) or to change from a pinned condition to merely grappled." (CRB 96).

I'm having trouble finding the same clarification in Starfinder CRB. Does it work the same (in that escaping a pin makes you still grappled)?

Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

This is the discussion thread for the upcoming Starfinder campaign, titled Zothune for the chief planet the characters will be working from and defending.

Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2


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Does this seem overpowered, underpowered, or reasonable? Any conflicts people can see with existing rules?

Martial Artist Archetype
Alternate Class Features
The martial artist grants alternate class features at 2nd, 4th, and 6th levels.

Flurry of Blows (2nd Level): The Martial Artist automatically gains Improved Unarmed Strike and Multiweapon Fighting as Feats. If the character already has either Feat, the Full Attack penalty is reduced by an additional point when fighting unarmed.

Fists of Fury (EX) (4th Level): The Martial Artist's unarmed strikes are no longer counted as archaic weapons.

Powerful Strike (EX) (6th Level): The Martial Artist's damage die increases from d6 to d8.

So according to the starship rules, "Go into Orbit or Land" takes 1d2 hours.

According to NASA, de-orbital burn starts at landing -1 hour, so I can see the 1d2 hours being fine for landing (though it's still very hard-science and counter to what you see in a movie like Star Wars).

But using that as a take-off time is insane. Also according to NASA, it takes 8 1/2 minutes for a Space Shuttle to get to orbit (0 MPH to 17k MPH). I can't imagine what circumstance it would take to lengthen that to an hour, let alone 2.

Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Hey guys. This is the discussion thread for my playtest. I want to get you thinking about your characters, but since you won't know your abilities in advance, your best course is to think about:

1. Your character's life to this point. How old are you? What are your (normal) goals? What do you value?

2. If (aka WHEN) your character becomes a super-hero, what will motivate them to be a hero, at risk to their own well-being?

Upholds Good: This character is a hero because it's The Right Thing To Do.

Responsibility of Power: With Great Power Comes Great Responsibility, and this character knows it.

Seeks Justice: This character feels that, whether the system is up to it or not, by whatever means necessary, justice must be served.

Thrill of Adventure: This character is in the hero game for the sheer excitement of it.

Unwanted Power: The hero didn't ask for this, didn't want it, but seem to be stuck with it. Normal life is no longer possible, so this is the best he or she can do in the mean time.

Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

A campaign where I assign a superpower suite to a normal human and we go from there. 3 of 4 players already assigned.

Like it says. I'd put this under rules questions, but I already know the answer. Basically, a fellow player is trying to convince our DM that Magical Knack will give him ALL the benefits of two more levels of a casting class, rather than just upping the numeric benefits of spells he already knows. He essentially wants to take six levels of Ranger, one level of Sorcerer, and then take Magic Knack and Kobold Press' "Improved Caster Level" Feat to suddenly have 6 more levels worth of spells per day and spells known.

I've found some links were people answer this, but what's the most definitive way to tell someone that's not the way it works?

Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Here's a discussion thread. We can move comments here.

Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2


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Someone recently pointed out in a game that picking up a thick stick in the woods to use as a club counted as an "improvised weapon." While I understand the logic, what the heck is the "club" simple weapon? You can say it's a wooden weapon with a specifically built grip, and that would make sense to me but for one thing: there's no COST associated with a club. If a club is a worked craft, there should be a cost assigned, however cheap. No one is going to be carving out clubs as weapons and just dropping them off in a general store for miserly adventurers to use. If there's no cost associated, I have to assume there's no skill involved in its production, at which point, any branch picked up in the woods can become a club, not an improvised weapon. Thoughts?

Aside from the rules which show how many new spells these classes get automatically as they level, is there any guideline as to how many spells they SHOULD be able to gain through other means? Other means being finding scrolls, purchase from NPC, etc.

And as a secondary, how much does the level of access provided by the GM to new spells affect the character's power overall?

I have a Cleric L3 I'd like to get to Divine Scion for Weapon Specialization. Unfortunately, the skill requirement buy-in sucks for a 11 int non-human. What's the best way to get the required skill points? I was thinking Bard, but then I'm stuck at +2 BAB until level 6, which sucks when you're trying to improve weapon damage.

I don't own any but the first adventure; how difficult, in your opinions, would it be to adapt the later path books to E10 or even E12? It really wouldn't come into play until Books 5 and 6, I guess, and mostly 6. Could I just downsize the threats and DCs in book 6 and still have a playable adventure, or are there assumptions on certain class abilities that would make adaption impossible?

I'm running a game where we're spreading into using the Business and Organization rules from Ultimate Campaign. This will change the dynamic of the game a little from a One Session = One Mission flow to a focus where some sessions will be mission based and some will be handling results of Capital checks, Events, etc.

This works great for two of the players, one of whom wants to start a brothel, the other who wants to start a tavern. They're all part of a criminal organization, so starting these types of businesses will be a way for them to gain more power and prestige within the organization.

The problem is, I have one player who doesn't really have an interest in starting something like this. And it makes sense, not every PC would want to get involved in these types of situations. So I don't want to penalize the character for not going that route, but I need to find something that's equally useful and lucrative for him to do while the other two are doing their thing. Advice?

Okay, I searched for this, but my search-fu sucks today. I'm sure it's referenced somewhere, but what are the rules concerning quoting module text on the forums? So far I've only run homebrew campaigns here, so I haven't had to worry about it much, but are you allowed to direct quote Paizo AP modules? If not, do those of you who run such games simply reword the text? Its seems like there would only be so many ways to describe a scene, and if I have to completely remake descriptive text, that takes away lots of the incentive of a premade module.

Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Since 1982, when the masked hero of Freedom City known as The Raven began fighting crime and the powerhouse known as Centurion struggled against super-threats, the world has been aware that there are those among us with fabulous abilities. Over the years, many more heroes appeared in Freedom City and on the East Coast in general, and formed a team known as the Freedom League.

Across the US, a number of super-beings have risen up in the last several years. In response, the US Government created Aegis, an organization responsible for monitoring and, if need be, dealing with such beings.

St Louis has been absent such heroes, until recently. It seems like in the last two years, a number of such beings have sprung up. Some of these have met before, others have spent their time on different cases hearing only rumors of one another. Today, this warm June day, is the day they come together....

Please come up with a reason your character's 'normal' identity would be downtown on a Saturday afternoon in June. It might be for a Cardinals baseball game, lunch at a restaurant, or an important board meeting or weekend shift at work. Reward yourself with 1 Hero Point (bringing your total to 2) for this first post.

Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

I'm going to post setting information and related questions here. My first instinct, since Jaster is running on the east coast, is to set the campaign somewhere else. Any objections to my home city of St Louis? It will give me a big head start on setting up the game, and it's a relatively small city so it's a good fit for lower powered heroes.

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This is the split out thread from Jaster's thread. I'm re-posting some information here from that thread.

World wise, I'd like to use Freedom World as a base (M&M 2e standard setting). It's got analogues to many DC standard heroes but is pretty streamlined and has a couple Marvel-esque features as well.

Biggest houserule I employ is the Hit Point variant from Mastermind Manual. A lot of people don't dig it, and if it's a deal killer I understand, but standard M&M combat frustrates the heck out of me.

Another big one is I basically say only Feats can overcome PL limits. In other words, you can Power Attack to get a temporary trade off of hit bonus for extra damage, but if you've maxed out your Defense by the PL, shrinking won't do anything to raise it higher (if you haven't maxed out your Defense at full size, shrinking will take you until the point where it IS maxed out). So essentially, PL is a hard limit except for round to round effects of usually just a couple points, or using normal trade offs to permanently change your maximums. If you have a specific question, just ask.

I started thinking about a Sci-Fi campaign yesterday, and I started along my usual "Star Trek but not Star Trek" line, where I have humanity just starting to reach out to the galaxy early 21st century, with some alien allies like Grays, etc.

Then I got to thinking, what if I went a different direction? What if the galactic Federation/Empire/etc. had already existed, but was destroyed in the distant past, and humanity in the modern era somehow stumbled on it.

After reviewing the Xenu story from Scientology legend, it seemed like a great myth: an ancient human(oid) civilization that was destroyed long before our humanity started civilizations of their own.

And then, it hit me. There's already an "ancient" Empire of humans in our own mythology: Star Wars! It happened "a long time ago," in a galaxy far far away. And everything that happened in the SW universe could be long gone by now. Hell, the whole SW galaxy could be but a distant memory. Now, what if some artifacts from that far away galaxy made their way here (who knows how, timey-wimey stuff)? What if humanity (Earth humanity) happened to be in deep need of technology, maybe a large ship to escape solar destruction? A Star Destroyer could carry thousands of human refugees into the stars, into the unknown...

Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Each of you, regardless of your individual backgrounds, has felt lately that something is not as it seems in Arzata. You’ve been been listening to a local podcast, “Arzata Abnormal”. The host, a young woman who goes by Stacy Know, seems to have an in on the occult happenings around here.

“Hello, Abnorms,” Stacy says, as she always begins her show. “Tonight’s show will discuss the recent rash of arsons in the Big Cactus. In and of itself, this trend is disturbing. But, as always, there’s something deeper. What they don’t want you to know is that each of these arsons claimed one life, and exactly one. The life of the person who combusted to start the fire in the first place. Yes, that’s right listeners. We’ve got a spontaneous human combustion epidemic happening in Arzata. The question is, of course, why? Some people I’ve talked to suggest radiation in Gila lake, pretty much our only source of water, as the cause. Is someone in Old City dumping illegally? Scary thought. My guess, however, is that whatever it is, the cause is something far more sinister. And far less...normal.”

Male Human (Polish Jew/Native American/Irish) Techie 5/Martial Artist 2

Right now I'm leaning toward the following for a setting:

Arzata, New Mexico (fictional city)
Incorporated: March, 1951
Elevation: 2600 feet
Population: 2.9 million
Metro Population: 4.2 million
Time Zone: Mountain Time
Zipcodes: 87920 - 87929
Airport: Gila International Airport (Hub)
Industries: Uranium mining, Technology, Healthcare

Arzata was founded as a support city during the uranium mining boom of the mid to late 1950s. The city's urban area boasts the only remaining active uranium mine in New Mexico, and the mining and refining of uranium still makes up a substantial portion of Arzata's industry. However, due to its lower rents and proximity to California, Arzata has recently made substantial progress in the technology industry, particularly server farming. Finally, Arzata is the leading city in radiology and radiation sickness treatment.

Arzata's large population is tightly clustered around Gila Lake, and presses up against mountains in all directions except the north-east. Thus, the majority of the population is urban, with recent suburbs springing up in the desert in the only direction they can grow.

Because Arzata is a very young city, its architecture is mostly based in late sixties through early 80s trends.

Looking for players for a modern setting urban arcana/horror campaign using Pathfinder rules (some house rules). Villains will include abberations, undead, cults, etc.

15 point buy (minimum stat 8)
level 2 (level by fiat)
classes any, as long as you can fit the character in a modern setting (ie no running around in full plate armor paladins)
race human only

Is there any way in the core rules for a character of 5th level to be able to cast a 5th level spell? One of my players seems convinced there is, but every time I've researched something like this, it has always turned out to be a misunderstanding of some trait or Feat.

The only thing I see on his sheet even related is Gifted Adept, and I know that only adds a Caster Level to one spell already in the spell list for your appropriate class/level.

I'm getting ready to start a modern setting end of the world game. The first events of the campaign set earth under attack by meteors, similar to "Starship Troopers". The damage is very quickly so devastating that Earth's civilizations are heavily disrupted and/or destroyed. The survivors will find themselves in a world of deadly radiation and environmental threats, roving gangs, and weird, otherworldly invaders (think Mi-Go) who road the asteroids in and/or take advantage of the situation.

Any input that could help me solidify this would be appreciated.

One thing that's kept me from getting interested in online RPG games is that they seem from the outside to be nothing more than combat/mission games. This is fine for fantasy, but for a superhero game, I expect the hero's alter-ego to be part of the story as well. How many pages or even full issues of Superman have been dedicated to Clark Kent's life? A good portion, to be sure.

So my question, can anyone familiar with online superhero gaming tell me if you really get to play a character, rather than just a super-combatant?

Is there a way to make a race without a constitution score that is not using the undead or construct type? It seems like since the types have an RP cost, you should be able to break down what each element of that cost is, but I can't find any way to add this to a character without that type. For example, there's a "Half-Construct" subtype, but say I want more of a 2/3 Construct. Is there any way by RAW to do this?

Assuming energy weapons ala D20 modern exist in a campaign, does this power seem OP?

Energize Weapon
Level: Psychic Warrior 2
Manifesting Time: Attack action
Range: Touch
Duration: Until discharged; up to 24 hours
Effect: Adds 4 charges to an extant energy weapon such as a plasma pistol or laser rifle.
Saving Throw: None; Power Resistance: No
Power Points: 3
This power provides charges to an energy weapon that does not have a power source or is drained of charges, but is otherwise functional. The device functions exactly as it normally would if it had conventional power.

I'm pretty sure I know the answer to this, but...

If someone is already asleep from their first failed save against Drow poison, all Delay Poison is going to do is keep them from having to make the 2nd save for the duration, correct? It's not going to cancel the sleep and wake them up sooner than the 1 minute initial effect, correct?

I'm working on a new character to replace a dead 5th level. Concept-wise, the character is kind of a cultist (more like Cthulhu cult than legitimate religion). I've worked out that her main physical attack is with a dagger. What's the best way to go about this? I want some physical damage capability and some casting. It's been established that I can do at least some healing, since the character popped in at the end of last session but before I'd had a chance to work on stats.

I made this based off the vampire template. Removed most of the weaknesses, but also several more powerful abilities. Does it retain CR 2? If not, what needs to change?

Paragon Creature:

CR +2
Al: Any Good
AC: Natural Armor +6
Senses: X-Ray Vision 20' - X-ray vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead blocks the vision.

DR 10/Magic

Cold Resistance 10, Electric Resistance 10

Melee: A Paragon gains a slam attack if the base creature didn't have one. Damage for the slam depends on the character's size, but is one level higher than normal. Its natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Laser Vision: A Paragon creature can produce a Scorching Ray 3 times per day.

Flight: A Paragon creature can fly at 60'/good in tactical situations.
Ability Scores: Str +8, Con +6, Int +2.

Paragon creatures gain a +8 bonus on Perception checks.

Paragon creatures gain Toughness and Overland Movement (Flight) as bonus Feats

Fast Healing: Paragon creatures have Fast Healing 5.

Overland Movement
Prerequisite: None
One of the character's movement speeds can be used to travel not only at normal tactical speeds, but at speeds much more vast when traversing distance alone (ie outside combat). The speed is the creature's movement speed in Feet x 10 in Miles Per Hour. Thus, a movement speed of 60 is 600 MPH when traveling only. This speed can never be controlled precisely enough to use among obstacles or in combat.

I'll admit I've usually just "winged it" when it came to Wealth by Level, and it's come out okay. But I've got a player who's pushing the soft boundaries I set pretty hard, so I'm trying to set things right with WBL.

So I'm looking at the chart on 399 of CRB, and according to the chart, a character shouldn't have a 20,000 GP item before level 7. This particular PC is pretty keen on attaining a Ring of Wizardry, Type I, which would double his 1st level spell capacity.

I can see how this is really powerful, but should it really take up almost the entire WBL for a 7th level character? I'm not sure how valuable double the number of 1st level spells is once you reach 7th level, but it doesn't seem like it would be the most prized item of said character.


Looking at a Chain shirt, which gives DR 4, basically a normal person with a dagger (Str 10) can't hurt a person wearing it. However, a Chain shirt only covers the upper portion of the body. I would think you could hit and cause damage a lot more 19-20 with 3/4 max damage. I mean, all you have to do is go for ANY unarmored spot.

Any ideas on how to make DR a little more feasible for low end damage weapons?

As a thought exercise (well, okay, as campaign prep) I'm trying to consider semi-realistically how many alien forces it would take to conquer Earth, to the level of say Falling Skies (IE not total conquest, but certainly down and out).

Assume the alien combat technology is superior but not invincible, and conventional war only (i.e. neither side uses mega weapons). Assume Earth has time to scramble resources. Assume most major countries are attacked.

For air combat, I figure roughly 24 battles of 500 fighters each on Earth's side would finish the fighters (this is based on some very loose internet searching suggesting the US has approximately 4000 fighter planes, then multiplying that by 6 for the rest of the world; rough guess)

So I figure 24 motherships with 200 fighter support to combat Earth's air defenses.

For the ground, I'm not sure. I'm assuming 175 million soldiers and police worldwide (roughly 25 in 1000). BUT, my thinking is invading aliens would not willingly enter a ground war until they'd pacified the skies in a given area. So, assuming large scale wins for the aliens in the air battles, how many of Earth's troops would still be alive to need "pacification", so to speak?

Suggestions on any aspect of the battle are welcome. Note this is to be a precursor to the campaign itself, so I don't need to go into great detail.

I'm not really sure this is in the right forum, because while it does relate to Rules, the question I have isn't about a certain ruling but about the logic behind that rule.

I'm working through some end stuff with a Kingmaker campaign. Actual play is long since over, but one of my players really wants to play the Kingdom Building and Mass Combat out for a while.

So, concerning Mass Combat, Kingmaker 5 says Improved Weapon resources cost 5 BP/Week, and you can get magic weapons for 10X that cost. I presumed 50 BP. But my player pointed out that's 200 BP a month. A BP being roughly 4,000 gp, that's 800K every month to equip an army of any size with magic weapons (+2 OM).

I told him I'd just bought Ultimate Campaign, and I'd look the rule up to see if it had been adjusted or maybe we were misreading it. Nope. It's made very clear in UC:

"Each resource added to an army increases the army’s weekly Consumption by the listed amount."


"Improved Weapons (5 BP): The army is armed with masterwork weapons, increasing OM and Consumption by 1. For 50 BP, you can outfit the army with magic weapons, increasing OM and Consumption by 2 instead."

So how can any campaign world justify spending let's say 3 million gp (200 x 4 x 4000) for 4 months worth of one army's magic weapons? Something seems off.

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I had an idea for a flexible magic item. Instead of throwing +1 yada yada around, I can just place a tassel, meant to be tied to any melee weapon (including unarmed) that gives that weapon the +1 feature. Since this is more flexible than a standard +1 weapon (you can move it from item to item), how should I price that?

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