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There are a couple new options in PF2e that I’d like to play with, but my group is pretty happy playing first edition. Anyone have advice on changing a 2e playable race into a first edition one, or any other similar conversions?


Mark Moreland wrote:

Today, we announced our plans to produce a 10th anniversary hardcover update of the Kingmaker Adventure Path. As part of the process of updating it to the current rules set, we'll also be going through the last decade's worth of content from this forum to incorporate feedback from players and GMs of the original campaign.

But we're also planning on adapting the best content from the Kingmaker CRPG to the tabletop, just as Owlcat adapted the original tabletop campaign into their game.

Please let us know what elements of the Kingmaker CRPG you most want to see adapted to the tabletop version of the game. Specifically, I'd be interested in knowing what side-quests, NPCs, wilderness locations and encounters, and innovations to the kingdom-building and -management systems are most popular.

Thanks ahead of time for the feedback! We're excited to work with the community and Owlcat to make the best possible anniversary hardcover compilation we possibly can.

Probably one of my favorite portions of the CRPG was everything to do with Kaessi. The more of my favorite tiefling kineticists to make it in the better as far as I’m concerned.

Official “Death’s Door” published rules and more about the setting camp rules, especially individual special actions, wouldn’t go amiss either.


I'd like to know where the problem with the publishing is, just so I know if we can still expect the pdf on time. I was hoping to get the third book before my game starts just because I think the GM should know what the players' actual backstories are before they start, to avoid bizarre contradictions.


Beaches wrote:

I read Endzeitgeist's review and I have one question on a point he made. He gave an example with a student losing his temper, and said the player would lose a Fate point for not accepting the compel from the GM. The way I read the rules in the PDF, it seems like players can choose to spend Fate points and GMs can try to compel them to take special actions based on their Aspects, but Fate points can't actually be taken away if the player chooses not to use the system at that time.

Can one of you guys clear that up for me? We've been using this system in our current game, and so far it seems like a neat way for players to set up unique characteristics and the GM to give an incentive on acting on those characteristics.

If it works the same way it does in FATE, then you can spend a Fate Point to negate the consequences of a Compel. Think of it like a bet. "I bet you can't stay in character." If the player stays in character, they win a Fate Point. If they don't, they lose one.