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Part 2: Leadership Roles: Leader Actions: The Ruler gets 3 actions and each other Leader gets one. The overall number of actions did work out ok but I don't like one player getting more actions than the others. It also says Resource Dice can be split up and assigned to specific Leaders but unless you plan out your whole Kingdom turn ahead of time this is silly. Extra Leader Actions: Any leader that spends the entire month of downtime ruling gains an extra kingdom action. I actually liked this even if we didn't use it too often. Leader Statistics: Key Attribute: As long as you have a PC leader in this role, rather than gaining a status bonus for investing their role as in the official rules, your kingdom increases this attribute by 1. Increasing an Attribute by only 1 point is silly in a system where odd numbers in attributes don't matter. In practice it's way easier to just give a few extra Attribute Boosts. Key Focus: Each Leadership Role has a few specific Focus Areas that are Key Focuses for them. They must spend one of their kingdom actions each turn within these Focus Areas. This is a great idea thematically but in practice the Key Focus Areas are way too narrow. 6 of the 8 Roles only get 2 Focus Skills while the Ruler and the Warden get 3. While the Focuses as assigned were Thematic, in practice there was often no useful action at all for some Leaders. For example the General only gets Defense and Warfare. If the Kingdom doesn't have Unrest and isn't building a Military themed Structure, there's simply NOTHING for the General to do. In addition, every focus is covered by only a single Leader with 2 out of the 16 focuses also covered by the Ruler. The Skills/Focuses are not created evenly in terms of useful actions tied to them. The Treasurer is the only one with Industry and Trade as Focus Skills. The Treasurer only gets 1 action. This means that you can't collect Taxes and build a House on the same turn and get the Leadership Bonus for both. Great idea but unusable execution as written. Relevant Skills: A Leader's Skills can give a new Bonus type, called Leadership Bonus, on any checks they make within their Key Focus Areas. This bonus replaces the status bonus for invested leadership from the base rules. The Bonus can get up to +4 total while the Base rules only went to +3. in practice, this bonus perfectly counteracts the DC Increase due to Kingdom size. Once again it's a great idea but too limited in practice. Each Leadership role only has 3 skills plus Lore and it's just a bit too limiting. As an example, look at the General. The General's relevant skills are Deception, Diplomacy, and Intimidation plus Lores. This means a Fighter who hasn't invested in Charisma doesn't make a good general. While not unusable as written, expanding the Relevant skills a bit would make it way better. Noble Titles and Forms of Address: Nice to have but no mechanics here.
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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.
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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Oh, I guess I never did report back here, sorry. We did a sim using all the Ultimate Rulership rules except for Section 4's diplomatic systems (which just couldn't be used that well in a simulation). The short of it is it has some great ideas but almost none of it actually works well in practice with most of it being close to outright broken. Ultimate Cities is in slightly better shape but a lot of it is tied to Ultimate Rulership options that don't work. I'll try and post more specifics later today if work allows.
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No worries on tangents lol.
Anyone who wants to help out is welcome to DM me for Discord information.
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Love to hear about your experiences! I honestly suspect things would still be too easy even without our skill increases. The difference is with the base rules People will always use Skill Increases on the Skills that matter the most, leaving no room for increases to something like Folklore, even if the Kingdom wants to go in that direction. I completely agree that even with the RAW rules unrest and ruin doesn't happen enough. The homebrew rules we're working on will help with the action issues.
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Unless James Jacobs weighs in you'll just have to pick one. We don't know which one is intended and honestly it's not a big difference anyway. The need to have enough residential structures will make kingdoms try and fill blocks first rather than have multiple blocks with only 1 structure.
Pathfinder Rulebook Subscriber
There's plenty of events that say the event can also be dealt with by the PCs in game. Beyond that there's not much else. Legendary Games's Ultimate Rulership allows PC Skills to give a bonus to Kingdom Skill checks. The homebrew rules we're currently working on use this idea but change some of the specifics.
Pathfinder Rulebook Subscriber
Pathfinder 2e is designed so that your chances of success at an on level DC increase as your Proficiency goes up. I'll also argue that if you're leaving a skill at trained you're highly unlikely to get a +3 Item for it. So your chance of success does go down. Expert is much closer to the break even point than Trained. For Kingdom Building I agree level 1 isn't a problem on the Math.
In our Problem Discussion document though I've shown that in the Teens Kingdom math for lower skills is about 3 points behind basic Pathfinder 2e Math. That's 15% overall. With the reroll tools in the Kingdom Building rules this probably isn't insurmountable but our goal was to make the Kingdom math match base PF2e. Even if you don't change the Kingdom Math you'll find there aren't enough always useful Leadership actions.
Pathfinder Rulebook Subscriber
Gristoufle wrote: Correct me if I'm wrong but investing a leadership role doesn't given you any skill training (except at kingdom creation), just a flat status bonus on the relevants kingdom ability scores modifiers. Technically invested Leadership gives you a Status Bonus to any skill that uses a Kingdom Attribute that's associated with the key attribute of an Invested Leadership roll. This maxes at +3 and roughly counters the Size Increase to Control DC (which maxes at +4) Our math fixes are ultimately fairly small.
Our changes just allow you to have more skills reach a higher proficiency. In the base rules you can still succeed with Trained Skills at higher levels, it's just harder than success with a Trained Skill would be in Regular PF2e. I also stand by more Skill Increases simply for being able to unlock more Structures. A given group is likely only going to play Kingmaker once. A given group should be able to unlock whatever they want, in the base rules Skill Increases were few enough you really needed to use them for the most important Skills.
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demlin wrote:
Our main goal was simply to make the math match regular Pathfinder 2e Math. Not changing things means you wind up a few points behind but that's not insurmountable. I don't consider circumstance bonuses making up the difference as valid way to offset things simply because in regular PF2e you're also meant to be able to get circumstance bonuses. Rerolls are vastly easier to come by in the Kingdom Building rules though and we're curtailing that a little in our homebrew.
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Demlin, I'm curious, How high a level have you gotten to in Kingdom Building? Our tests found the math is fine at lower levels, it only breaks down at higher levels for non-invested skills. Also even without adjusting the math it's hard to accumulate unrest and ruin, most of the time simply failing doesn't get any, only crit failing. I also wish the rules were more fun. Kerenshara and I are currently working on some full blown house rules taking elements from Ultimate Rulership and Ultimate Cities.
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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.
Pathfinder Rulebook Subscriber
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)
Pathfinder Rulebook Subscriber
UR still uses the same Kingdom DCs so the basic math is mostly the same. In the base rules at higher levels checks that you were only trained or expert it became way too difficult. With UR I'm concerned it over-corrected and will make checks too easy but I have yet to playtest. Without playtesting I can't yet tell how all of the UR options work together yet.
Pathfinder Rulebook Subscriber
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):
Attribute checks: (Page 5)
Resource Dice and Resource Points (Page 5):
Kingdom Abilities (Page 6):
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):
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):
Leadership Roles (Page 12):
Noble Titles and Forms of Address (Page 15):
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):
New Activities (Pages 23-25):
Kingdom Feats (Pages 27-37):
Advanced Rulership (Page 37):
Kingdom Events (Page 44):
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!
Pathfinder Rulebook Subscriber
I still maintain that any feat that adds numbers is just mechanically best and will be an auto-take. I highly recommend you only allow it to raise a skill to one level below max level. (So at 7th level the feat can raise a skill to expert and at 15 it can raise a skill to master).
Pathfinder Rulebook Subscriber
It's a little ambiguous in English to whether PCs can mix their activities or each do all of theirs in order. From my sims I've just had each "PC" do their in order. By default a specific kingdom action can be done a maximum of once per turn per PC. In other words, yes each PC can do the action. Note that some actions do specify they can only be used once per turn.
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This feat is too good. Like the ability boost feat any feat that increases Numbers is just better than other feats and will always be chosen over them. If you were dead set on this feat I'd make it so that it can only raise a skill to one level below currently available. So 7th level requirement on the feat and you can take skills to expert with it.
Pathfinder Rulebook Subscriber
From the little we know so far it's looking like it'll expand on the base rules but not fix them. Once we have the PDFs we'll know more. My own party just killed the Stag Lord and will be founding their Kingdom soon. Next session will be Politicking and Venture capital in Rostland followed by hex crawling with a big caravan and a few fights.
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