Ezren

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Pathfinder Rulebook Subscriber. **** Pathfinder Society GM. 815 posts (995 including aliases). No reviews. No lists. No wishlists. 25 Organized Play characters. 3 aliases.


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Hey there!

We don't have a doc of our changes consolidated with the rules we didn't change.

We haven't fully finalized our homebrew stuff yet but whenever we actually do we'll create a document.

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Ultimate Rulership Part 1: Kingdom Basics

Alignment: UR adds Alignment back in which I'm fine with but others might not like.

Focus: Ultimate Rulership uses the term Focus instead of Kingdom Skill and renames 3 of the Skills. I do like the UR names a little better but this is minor regardless.

RP & Attributes: In UR, instead of having a single pool for RP, you have 5.
4 of the pools correspond to one of the Kingdom's 4 Basic Attributes. Each Focus is tied to a specific Attribute and any Focus check that involves spending RP spends it from the appropriate Attribute Pool. In addition there's a 5th Reserve attribute Pool that can be spent freely on any Focus check.

When rolling resource die, each individual die is assigned to a specific pool. Resource Dice assigned to an attribute pool add that Attribute's modifier to the RP gained for each die assigned to that Pool. Dice assigned to the reserve pool do not add the attribute modifier.

In practice having 5 different RP pools to keep track of was annoying and adding unnecessary complexity. The Kingdom Rules are tedious enough as is, having to keep track of 5 different RP buckets just made it worse. Even worse though, the amount of extra RP generated this way by adding the Attribute Modifier to RP gained was simply astronomically too much RP. In our sim we had enough RP to do absolutely everything we want and it made development go way too fast. The base rules have room to add a little more RP but UR's system here was just way too much.

New Kingdom Abilities: I didn't have an issue with any of the new Kingdom abilities specifically but didn't really like the way UR implemented actions.

Gaining Kingdom XP: Ultimate Rulership replaces the Base Rules Kingdom Milestones with a smaller list with bigger XP rewards. Adding more milestones to the base rules is a good idea but UR's XP rewards being so large resulted in uneven leveling. In our sim when we got UR's milestone rewards the Kingdom sometimes leveled in only 2-3 turns whereas otherwise it could take 4 or 5 turns. It's not a bad change, just resulted in uneven leveling. Having more total Milestones, but with smaller XP rewards works out better.

Building Kingdom XP: UR also adds XP for building things. I think this is a great idea though UR only includes XP for Regional Improvements. Ultimate Cities has the XP rewards for building Structures. One minor nitpick though, I don't think Roads and Roads with Bridges need to be separate entries.

The Kingdom Turn: Ultimate Rulership removes the commerce phase and separate Leadership/Regional/Civic action phases and replaces it with a single action Phase. UR gives the Ruler 3 actions and each other Leader 1 action, adding more actions and improved action economy as the Kingdom levels.

I really love removing the different phases and having only a single activity phase. This is UR's single best idea. I don't really like the Ruler having more actions than the other Leaders in a game where party members are supposed to be equal.

UR's rules also give the Kingdom a Reaction but gives barely any reactions to use so is an after-thought at best.

Unrest and Anarchy: UR says that if your Unrest gets really high you can lose points of your Kingdom Attributes. In practice it's really hard to even get Unrest and functionally impossible to get Ruin.

Collecting Taxes: UR offers an alternate version of Collect taxes that generates GP instead of RP. This GP cannot be used directly by PCs so I'm really not sure what the point is.

Taxation Levels: UR tries to bring Taxation Levels from Kingmaker 1 back but doesn't really provide enough information on how to use them. For example there's nothing about what Tax level you start at. It's also tied to the new Collect taxes action which is pretty pointless already.

Changing Government: The Regime Change action is fine but will likely never be used.

Expanded Fame and Infamy: UR replaces the Fame/Infamy system. Fame is now a score that increases and can be spent with no limit of 3. Infamy only goes up. I like the idea of the Kingdom having Fame that can simply increase but in practice the bonuses it gives don't matter much. UR's system allows fame to be spent in a few ways but in practice only using it for rerolls is actually worthwhile.

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I've probably actually tested the rules more than anyone and I've never heard anyone say they like them as written.

James Jacobs has said they weren't playtested and it really shows once you try and use them.

The basic ideas are solid though, they just needed a few rounds of playtesting, not a full rework. Kerenshara and I spent months doing sims and playtesting before we shared our fixes, I'd recommend doing a sim and testing them out yourself to see how you feel about them.

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We didn't consider any for our basic rules as we wanted to add as little as possible.

For future expansion we're considering having more settlements reduce the effective size of the Kingdom for Size Penalty to DC.

(reducing the Kingdom size based on some formula related to Hexes that are in a settlement's Influence)

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Ultimate Rulership for PF2e from Legendary games is now available but it doesn’t look like it has an entry in Paizo’s store. As such I thought I’d create a thread for discussion. I was fortunate enough to be able to help with the editing and development of this book some and even got my name in it!

The book has a lot of ideas and systems for use with the 2e Kingdom Building Rules. It has so much that Legendary Games actually needed to split it into 2 books, with Ultimate Cities likely out sometime this fall. I thought I’d share my initial thoughts on the various sections. Please note that Ultimate Rulership is very Modular, it’s designed for you to be able to use whatever parts you want. That said, let’s dive in!

Kingdom Basics (Page3):
Most of the basics don’t change. I’m personally glad to see Alignment for Kingdoms back. I’ll talk about Focuses in their own section. I’m not sure having a treasury measured in GP instead of RP is really needed.

Attribute checks: (Page 5)
Just a note that PF2e normally doesn’t have attribute checks (which are just untrained checks really), so Ultimate Rulership defines it.

Resource Dice and Resource Points (Page 5):
Unlike the base rules, UR’s Resource System has 4 RP pools, one for each attribute. You assign Resource Dice to each Attribute then roll them. The RP in each of the 4 pools can only be used for Focuses based on that Attribute. You can also hold some Resource Dice in reserve, which can be used for any Focus. The advantage of assigning dice to Attributes is that every single resource dice assigned to an attribute adds the attribute’s modifier to the die roll. So if you have 3 Economy Resource Dice and a +3 Economy modifier, you’re rolling 3dx + 9.
This is quite different from the base system and I’m not sure that I like it. Having to divide Dice into 4 different pools seems like it could take up a lot of real-world time as players debate how to allocate the dice. It’s also a lot more RP than the base system, I’m very worried it will make RP costs trivial. I need to playtest it to be sure though. Also not being able to increase your RP over what you actually rolled for the turn seems unnecessary to me.

Kingdom Abilities (Page 6):
Most of the new Kingdom abilities are related to the new turn sequence and action economy. The abilities are neat. I also like that Kingdoms can now have General feats in addition to regular feats. It makes the Kingdom feel even more like its own PC.

Gaining Kingdom XP (Page 7): Slow leveling of the Kingdom is one of the biggest issues in the base rules, it’s nice to see UR address it. I don’t actually know if UR’s system here provides enough XP in practice, I still need to playtest this. I do know that Ultimate Cities will have more ways of gaining Kingdom XP.

The Kingdom Turn (Page 8):
UR offers a new turn sequence, replacing the Commerce and Activity Phases of the base rules with an Activity Phase with just one step. Leadership, Regional, and Civic are still traits but there’s no set number of actions of each type. Instead, the new system is based on the 3 Actions plus a reaction idea of the base rules. The group as a whole does get more than 3 actions though, don’t worry.
I’m very excited about the new turn sequence and action economy. Having only 1 activity phase instead of a whole bunch of different steps has the potential of removing a good amount of the tediousness of the base rules. It also flat out removes the big issue of there simply not being enough useful leadership actions that the base rules have. I’m not entirely sure how well the number of actions the system gives will work out but I’m eagerly looking forward to playtesting and finding out. Reactions as presented are barely worth using though.

Taxes (Page 9): The taxes system here is similar to how UR did it in PF1e, a welcome return.

Expanded fame and Infamy (Page 10):
The new Fame/Infamy system looks interesting but without playtesting it I can’t tell how well it works in practice.

Leadership Roles (Page 12):
UR offers a new system where a PC’s skills can give them a bonus on Kingdom Skill checks. This is a much-requested feature that was lacking in the base rules. I’m not entirely sold on the exact distribution of Relevant Skills between the 8 roles and will need to playtest it to see if it needs tweaking. Of note here is that the Leadership bonus is a new type of bonus, which has me a bit wary as adding new Bonus Types in Pathfinder 2e throws off the math. This Leadership bonus replaces the Status Bonus for Invested Leadership from the base Kingdom rules though so it might work out ok. It also has the added benefit of fixing the major issue from the base rules of Feats not working right due to Status Bonuses from feats not stacking with Status Bonuses from Invested Leadership. Also of note, each leader (outside of the Ruler) can only make checks in their 2 Key Focus areas. This will make it feel like a given leader is really in charge of their chosen area but does limit what PCs can do some.

Noble Titles and Forms of Address (Page 15):
There’s no mechanical options/rules here so not much to say. Pretty sure this section is a straight cut and paste from UR for PF1e. Still nice to have.

Focus Pool (Page 19): Focuses are the same as Kingdom Skills (but 3 are renamed). I like one of the renames, don’t like one of them, and am neutral on the third. The Focus Pool/Focus Bonus option is very different from the base rules. Essentially, you slowly raise a Skill by using that Skill to do things. You get a Focus Bonus which is another new type of bonus, and you need a certain threshold of Focus Bonus before you can use a Focus Increase (ie a Skill Increase) on that Focus. I like the basic idea but I’m very worried that introducing yet another new type of Bonus will make the math trivially easy. The math getting too hard at higher levels was one of the biggest issues with the base rules though. Ultimately, I need to playtest the UR system to see how it does.

Overspending (Page 22):
Overpsending lets you use RP (of which you’ll have way more than in the base rules) to get an untyped bonus to a Focus check. I think this will turn out to be flat out broken. 8 RP for an untyped +4 bonus to a Focus check is just going to be too much. I like the idea of being able to spend some RP for that check you really want to do, but it needs to be more limited in how often you can use it.

New Activities (Pages 23-25):
The new activities are fairly niche but welcome.

Kingdom Feats (Pages 27-37):
10 pages of new Kingdom Feats are worth buying UR on their own. Not every feat is a winner but there’s so many good new options every Kingmaker 2e campaign could benefit from them.

Advanced Rulership (Page 37):
The new systems for diplomatic relations and trade agreements seem neat. I’ll need to playtest to see if they’re worth the extra complexity over the base rules.

Kingdom Events (Page 44):
Having a different way to organize and generate random Kingdom events is quite useful.

Anyway that’s my thoughts, I’d love to hear yours!

And if anyone is interested in following along with my playtesting of UR shoot me a PM!

Sovereign Court

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I actually had the opportunity to help edit and develop Ultimate Rulership a bit.

It has a lot of great ideas, I plan on posting a thread with my initial thoughts next week.

I also plan on doing some Kingdom Simulation using it but that will take a while.

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Only video I know of is the Rules Lawyer's one. He only goes a couple turns in.

Rules Lawyer's Video

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Ok I've gotten all my stuff organized and shared it with Legendary games.

Over 21 pages of notes, clarifications needed, and simple corrections for Ultimate Rulership 2e.

I'm looking forward to UR being as awesome as possible!

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I'm still working on typing everything up BUT I'm going to provide my feedback directly to Legendary Games.

v3 won't be the last version and UR should be significantly improved by the time it's fully done.

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I'm working on going through v3 of it and typing up all my thoughts. Look for it either later today or tomorrow. I'll create a new thread in this forum.

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It's more than just a little slow.

As written getting from even level 1 to level 2 will take a minimum of 4 months and it only gets worse after that.

If you're not going to increase Kingdom XP rewards you should just auto-level the kingdom.

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Glad to hear you've found a pace that works for you. I think all 5 of your changes were in our suggestions :-)

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Kerenshara and I took your deals and updated/expanded it for our campaigns.

You can find our version here: (it's 37 pages total)

Vance and Kerenshara's Venture Capital

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I wasn't aware they ever had actually updated APs. I'm happy to hear otherwise.

That said it's still highly unlikely they'll do anything further for Kingmaker itself based on some of James Jacob's statements.

I'd love it if they did.

I'm hoping that Legendary Game's plugin for the 2e Kingdom Building rules fixes a lot of things.

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I bought the Kingmaker Map Folio and my group is using those maps with stickers to indicate when hexes are explored and note interesting sights/encounters.

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Collect Taxes, and Improve Lifestyle would need to be limited to 1/Kingdom turn but beyond that should be fine, Celebrate Holiday is similar and already a Leadership activity.

Tap Treasury and Manage Trade agreements should probably have the 1/Kingdom Turn too but I think they'd be fine as Leadership activities.

Trade Commodities as a Leadership activity allows you to Purchase Commodities and sell them the same turn. I don't think I'd make Trade Commodities a Leadership activity. You could move it into the Upkeep/Resources Phase though.

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Hmm I just tested in an incognito tab and a separate browser entirely and I can access it fine.

You'll only have View permission, you need to make your own copy if you want to Edit.

Let's try formatting is as a URL.

Kingdom Sheet

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Much thanks to Tomeric!

Link to our updated Kingdom sheet:

https://docs.google.com/spreadsheets/d/1Ne_iTb_smjdqsiqR3zsgW9JvaF0o1TxDiTx OaRGaezA/edit?usp=sharing

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That is not correct.

Kingmaker Player's Guide page 18:
"Note that when certain companions detailed in the Kingmaker Companion Guide hold the leadership roles listed in their entry in that book, those roles are automatically invested; this is in addition to the four roles the players choose to invest."

That said, assuming the Party chose 4 roles that cover each of the 4 Ability Scores, having more Roles invested doesn't actually do anything. The Status Bonuses from two invested roles targeting the same Ability Score don't stack.

So really, the only affect of NPCs being invested in their Leadership role is freeing up the Party to choose Roles they like better thematically.

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Ironically Excess farmland turning into Food production is a house rule I'm considering for my personal game.

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Reconnoiter Hex doesn't require you to pre-plan anything nor does it take away exploration.

The party is still free to explore hexes under the Hexploration system if they want to. Reconnoiter Hex just means there is a way to reconnoiter under the Kingdom building rules. Nothing forces the group to use it.

Personally I don't like the idea that at higher levels the Rulers of the Kingdom have to go out and explore hex # 127 themselves.

As for encounters, if the Hex doesn't already have one you can just roll for a Random Encounter when they choose to use reconnoiter Hex if you want to. When it comes to encounters it's no different than the party exploring a hex themselves.

Regarding your Research Building Action what do Blueprints do in this case?

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Existing Level 9 and 15 Structures pretty much always grant +2 or +3 Bonuses, not +1 so we just left it on the Dive Tavern.

There's no harm in doing it that way though.

For RP Purposes I like the idea of keeping a Dive tavern around too.

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So you have a couple options then.

1.) Run it truly in the background and don't use the Kingdom Building rules at all.

2.) Do the Kingdom Building turns entirely yourself outside of the game.

3.) Do the Kingdom turns yourself outside of the game but ask your players for a few specific inputs. Like what Hex should we claim, which of this short list of buildings should we build etc?

4.) Use discord or something equivalent to do full kingdom building but outside your normal sessions.

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Oh it's definitely easier than adjusting all the Control DCs manually!

Removing the Kingdom Size DC penalty is a +1-4 depending on Kingdom size.

Since the rest of the math only resulted in roughly a -2 for the kingdom your group will actually wind up +1-2 ahead of regular PF2e math.

But you've indicated you don't mind if Kingdom rolls are easier so that should leave you in a good place.

I definitely wouldn't give more Ability Boosts then.

You could probably do a few more skill increases without things feeling too easy if you wanted.

If you like that solution then it'll probably work for your group!

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Having the NPCs form their own group is actually a cool idea but I agree they wouldn't really all get along.

In my game they have enough to recruit Amiri, Linzi, and Harrim. If they choose not to they'll form their own group.

I'm going to have Jaethal go with Tartuccio and have Maegar Varn invite Valerie to join him.

I'm also impressed your group managed to get close to full Influence with Maegar Varn, he had really high DCs for first level characters to hit.

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Losing a few resource dice worth of RP at high levels won't even really feel like much of a drawback.

Your change will make things feel MUCH easier.

As it is the Status Bonus already offsets all but 1 point (on average) of the Control DC increase.

If you use your idea I wouldn't give more ability/skill increases.

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Snake0202 wrote:
I know James Jacobs checks out these forums. Would love to know what he thinks of these changes.

I'd love to know too!

But he's a very busy man and I don't expect him to spend too much time looking at our stuff.

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Is the Control DC Modifier just equal to the Size Modifier?
If so that would be losing at most 4 Resource Dice. At higher levels that's barely even a downside, you won't notice it at all.

Still I recommend you post the above in the thread specifically about the Math/High DCs.

That way anyone else who encounters the issue will be sure to see your ideas alongside ours.

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Without getting into spoilers, saving an NPC's life ought to be worth an Influence Point or 2. (I'd go with 2.)

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In our testing we found a minor issue with Terrain Features. The Kingdom Building Rules state that a single hex can only contain one Terrain Feature but this is clearly not the case for all of the features.

(as an example the hex that the PCs are encouraged to start their first settlement in is a Landmark hex, this shows you can have both a Landmark and a Settlement)

Our Solution:

These Terrain Features can overlap with any and all other features: Bridge, Landmark, Refuge, Resource

A hex can have at most one of these: Farmland, Freehold, Ruins, Settlement, Structure, Work Site.

A Settlement can be built in a hex that contains Ruins or a Structure. The Ruins/Structure are incorporated into the Settlement and once a Settlement is built the hex ceases to have the Ruins or Structure feature.

A Free Hold can be brought into your kingdom in which case it becomes a Settlement instead.

To switch between any of Farmland, Settlement, and Work Site, the existing Feature must first be removed with the Clear Hex Activity before the new Terrain Feature can be constructed.

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We actually clarified Terrain features in our fixes too.

I'll put that in a new thread.

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All of those things would be nice to have but seem like they'd fit better in the Warfare rules than the Kingdom Building structure.

If you decide to create new Kingdom Skill Activities for them though please share them here!

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What works for every table will be different.

Heck my own group wants to use Automatic leveling for the Kingdom!

There's going to be a lot of groups that will want to do Kingdom Building outside of Face to Face sessions and likely plenty that just use Kingdom in the background.

Our goal was simply to fix things enough so groups who do want to use the system as closely to written as possible can do so.

The Control DC is just using PF2e math though. The Size Bonus raises it but the Status bonuses a Kingdom gets makes it so you only need to roll 1 higher on the die compared to regular PF2e.

We think it's more fun to give the Kingdom more bonuses rather than change the Control DC.

If you do go with different DCs though let us know your DC chart!

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FWCain wrote:

On the issue of the math behind the skills and bonuses...

Can we not simply rename the bonus from Invested Leadership? If I call that bonus a "leadership bonus" it now has a unique category, one that will not overlap any other needed category of bonus.

Thanks,
Franklin

Assuming this is in regards to the Status Bonus from Kingdom Feats.

You could do that but the results are the same either way.

I'd rather borrow language that already exists in PF2e than invent a whole new type of Bonus.

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FWCain wrote:


On the subject of Farmland at levels 1 and 2...

Because Influence is used for more than just deciding where one can build Farmland, I decided to amend farms instead of Influence. I was specifically going for a more historical, more realistic feel, by saying that farms must be *either* within a settlement's Influence radius, *or* else be adjacent to a settlement. This way, *every* village can be the hub for a new cluster of farms (just like in our own real world history).

That's a reasonable solution too.

FWCain wrote:


On the subject of filling up one's capital too soon...

I like the idea of allowing the capital to expand from a village into a town before level 3. I'm not too sure about allowing more than that. Your idea of letting the capital exceed (by one size) all growth restrictions -- i.e. by letting it become a city (and even worse a metropolis) early -- that seems a bit too much, too soon to me.

Instead of one Size early, how about a number of levels early? That is, allowing expansion into a Town at level 1 is "two levels early" (from 3rd level down to 1st level). Similarly, we could allow the capital to expand into a City at level 7 (instead of 9), and again into a Metropolis at level 13 (instead of 15).

Even with that change you'll wind up with a lot of turns where all the Capital's lots are full but you can't expand. The Capital can fill 16 lots long before Level 7.

With our changes a Kingdom will reach level 4 in roughly a year (12 turns) and then level every 6 months or so after that. So that'd be somewhere around 30 turns to level 7. Even if you fail a few structure builds that's easily a whole Year between when the Capital fills 16 lots and it reaches Level 7.

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Threads for all 5 Major Problems are now posted, I'd love to hear others' thoughts on our findings!

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Solution 2: Increase the Influence of the Capital at the lowest Levels:

This isn’t strictly necessary but we saw a lot of complaints from people on message boards about being unable to use Establish Farmland until Level 3 when you have a Town. If your group wants to be able to have Farmland before level 3, we recommend simply stating that the Capital’s influence is minimum 1.

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Solution 1: Allow the Capital to Grow earlier:

The Capital is allowed to grow one (and only one) size Category bigger than the normal restrictions. This does not increase the Max. Item Bonus or Influence of the Capital until the normal Level requirement is met.

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Major Problem #5: Low Level Urban Grid Restrictions on the Capital:
Problem Analysis #5:

Like Major Problem 4, this is not an issue for any groups using automatic or Milestone leveling for the Kingdom can ignore this problem. As written Kingdoms cannot Build towns until 3rd level, Cities until 9th level, and Metropolises until 15th level. Our tests showed that this can easily result in a settlement filling all of its allowed lots long before reaching the level requirement to grow a higher category. Filling 4 lots in the Capital can easily be done after the 2nd Kingdom turn if the Capital starts with a Town Hall. This would leave the Capital unable to build any structures until 3rd level, which is simply not fun. Filling 4 lots can easily be done by Level 5, leaving 4 whole levels of being unable to build structures in the Capital. The issue wasn't too bad in later settlements, we only filled one up around level 8 so waiting until 9th wasn't too bad there.

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Solution 4: Adjusted Kingdom XP rewards:

RAW, Random Kingdom Events award a flat amount of XP. Instead of a flat amount, award XP for random Kingdom events based on the event level and the Pathfinder 2e XP rewards by level chart (Table 10-2, page 489 CRB). James Jacobs has even stated on the Paizo boards that he wishes he had done it this way.

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Solution 3: Increased RP to XP Conversion:

RAW, leftover RP at the end of the turn converts RP to XP at 1 for 1 with a max of 120. Increasing this ratio allows a Kingdom to level up faster. Since having 12 RP is almost inconsequential for a high level Kingdom, we decided to make the ratio decrease as the Kingdom levels. This way the Kingdom will need to put more planning into how it spends RP if it wants to get maximum XP each turn.

RP to XP Conversion ratio
Kingdom Level: RP to XP Conversion:
Level: 1-4 XP: 10
Level: 5-8 XP: 7
Level 9-12 XP: 5
Level: 13-16 XP: 2
Level: 17+ XP: 1

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Solution 2: Increased XP from Claiming Hexes:

RAW, each claimed hex awards 10 Kingdom XP. Increasing the awarded amount allows a Kingdom to grow faster. The chart we settled on ties XP per Hex to Kingdom Size, on the grounds that a newly claimed hex matters more for a smaller Kingdom than a larger one. This also allows a newly founded Kingdom to quickly catch up to the party's level.

Size 1-9: 100 XP per Hex claimed
Size 10-24: 50 XP per Hex claimed
Size 25-49: 25 XP per Hex claimed
Size 50-99: 10 XP per Hex claimed
Size 100+: 5 XP per Hex claimed

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Solution 1: More Milestones:

Kingmaker includes some Milestones already and they’re a great way to help a Kingdom catch up to the party’s level. We’ve introduced a lot more milestones that come in two flavors. We’ve added a bunch that represent significant achievements for the Kingdom, similar to the existing Milestones. We’ve also added some that help encourage players to try out the various different Kingdom Skill Activities and learn the Kingdom rules better.

Milestones
20 Build Roads for the first time
20 Celebrate your first successful Holiday
20 Claim your first new Hex (2nd hex overall)
20 Complete your First successful Infiltration
20 Create your first Masterpiece
20 Establish your first Farmland
20 Establish your first Lumber Camp
20 Establish your first Mine
20 Establish your first Quarry
20 Fortify your first hex
20 Successfully use your first Creative Solution
20 Successfully use your first Supernatural Solution
40 Build your first Structure requiring Expert in a Kingdom Skill
40 Build your first Famous/Infamous Structure
40 Build your first seat of government (Town Hall, Castle, or Palace)
40 Claim your first Landmark hex
40 Claim your first Refuge hex
40 Establish your first Village
40 Establish your second Village
40 Reach Kingdom Size 10
40 Recruit your first regular Army
40 Successfully resolve a random Kingdom Event
60 All eight leadership roles are assigned
60 Build your first Structure requiring Master in a Kingdom Skill
60 Establish Diplomatic Relations for the first time
60 Expand a Village into your first Town
60 Reach Kingdom size 25
60 Recruit your first Specialized Army
60 Win your first War Encounter
80 Achieve your first successful Pledge of Fealty
80 Establish your first Trade Agreement
80 Expand a town into your first City
80 Reach Kingdom size 50
80 Spend 100 RP during a Kingdom turn
120 Expand a city into your first Metropolis
120 Reach Kingdom size 100

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Problem Analysis #4:

It's clear that the intent is for the Kingdom's level to be at most 1-2 levels behind the party. RAW, Kingdom XP is awarded so slowly that it will take multiple years for the Kingdom to level even at the earliest levels. While a lot of downtime can pass in game, the party is unlikely to wait years for the kingdom level to catch up. This is also an issue mechanically as the Kingdom Size modifiers to Control DC will come into play before the Kingdom's Status and Item bonuses can go beyond +1 to balance out the increased control DC. A group using automatic or milestone leveling for the Kingdom can ignore this and that’s the only reason this isn’t ranked as Major Problem #1. It’s a major problem for any group that wants to actually track Kingdom XP and use the system.

Sovereign Court

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Pathfinder Rulebook Subscriber

Solution 4: New Kingdom Feats:
Kingdom feats are lackluster and it would be great if there were more. We really tried to just fix what we had rather than homebrew many new things. New Kingdom feats is a great area for GMs to add content but we chose not to do so here.

Sovereign Court

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Solution 3: Making other feats more useful:
While we would like other feats to be more useful we didn’t really have a great idea on how to do that beyond making sure the bonuses actually worked. As long as the status bonuses actually work as intended there’s at least a situation where each feat would be considered.

Sovereign Court

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Pathfinder Rulebook Subscriber

Solution 2: Fixing an Over Powered Feat:
Cooperative Leadership, Insider Trading, Skill Training, and especially Practical Magic are way better than all of the other feats. Skill Training is just plain necessary and shouldn't be messed with. Cooperative Leadership and Insider Training are strong but don't feel actually overpowered.

Practical Magic is flat out brokenly good though and NEEDS to be nerfed. It gives 3 things, a +1 to a skill, replacing one skill entirely, and reducing the RP cost of a leadership activity. It's the only feat that gives +1 to an entire skill but by itself that just makes it a really strong feat. Many other feats give the same +1 to a specific action or a few actions, this is just a more broad bonus.The reduced cost to Hire Adventurers is fine. The problem is allowing Magic to replace Engineering. By design Pathfinder 2e doesn't allow Magic to eliminate the use of skills. The Knock spell doesn't eliminate the need for Thievery checks. Invisibility doesn't outright negate the need for Stealth. Allowing Magic to flat out replace Engineering breaks one of Pathfinder 2e's core design principles. To fix this, change the text “and you can use Magic checks in place of Engineering checks.” to “and if you have Expert Magic you gain a +1 circumstance bonus to Engineering checks. If you have Master Magic, this bonus increases to +2.”

Sovereign Court

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Solution 1: Fixing the Status Bonus:
In order to allow Kingdom feats to work as written, under the general rules for Kingdom Feats simply add the following: “Status bonuses granted by Kingdom feats are cumulative with status bonuses granted by invested Leadership Roles”

Sovereign Court

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Problem Analysis #3:

Kingdom feats as written don't actually work. RAW, a status bonus granted by a feat won’t actually do ANYTHING! A kingdom already has a status bonus to everything and status bonuses don't stack. Beyond that there's a few feats that are very good while the rest are barely worth taking. This doesn't result in a lot of fun meaningful choice when choosing a Kingdom feat.

Sovereign Court

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Solution 3: More Social Opportunities
Adding more groups for the Kingdom to interact with socially would help give more choices. This would give more Opportunities to Use Establish Trade Agreement, Infiltration, Pledge of Fealty, and Send Diplomatic Envoy. While we think adding Negotiation DCs for the Brevoy Houses, Mivon, etc is a great idea it’s more of a story thing than it is a mechanical fix so we’re including it here.

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