Mrs Camelot wrote: How do we maintain wealth by level with only Novvi able to buy/sell goods? How do players purchase the big 6? I started using the militia system to obtain higher level gear. You can send out various troops on missions to improve opinion of neighboring towns and then acquire level appropriate gear. It's true that the Ironfang Legion occupies much of Nirmathas, but even they can't be everywhere all at once. It is feasible that militia troops are able to acquire better equipment for their heroes. Feel free to add some drama elements into it, but without some way to acquire better gear, your point is concerningly valid.
Brother Fen wrote: Lands of Conflict explains how to use the Militia System. There is no need for further details outside of, you know, the actual rules. Thank you for the advice on Lands of Conflict. I picked up that module which fully outlines the rules governing the militia system. I still have one question. How does one utilize the promotions that are handed out during the campaign? These seem important to the plot and development of the militia and important npcs. Also, some of them are for individuals and others are general promotions. Specifically Book 1 Boss: the loot from Scarvinious' tent.
taks wrote:
I did this but killed 1d6 survivors since it would reflect what would happen if a group of 3 or 4 hobgoblins looking to round up slaves bumped in to the group of npcs. It made the choice to leave the npcs seem like a mistake and now the group is super protective of every person. It's made Edran's betrayal in part 2 1000% more interesting because they immediately trusted him and didn't roll any sense motive checks.
Great questions I would like to see answered as well. My PCs have finished Part 1 and have no idea how to build their militia from the rabble the brought with them out of Phaendar. However, I think the urgency of finding a permanent home is important to the campaign, so I added a system to keep them feeling a little desperate. I drew an approximate map of the Southern Chernasardo on the hex side of a Chessex play mat. I put a marker in each hex that has an item of interest and set a distance of 5 miles for each hex. So moving through a hex takes one day of travel through the thick forest. The PCs can forage each hex using the foraging rules in the AP. The Provision Points they acquire then have to go back to their base camp. They chose a temporary base camp location on the hex map. Since it takes 1 day to leave a hex I can track the passage of time easily. Once a hex has been foraged, it cannot be harvested again. This is recorded on the Chessex mat with a little "F". If the PCs move 5 hexes away from base camp, then the npcs will consume a whopping 200 Provision Points by the time the PCs return. I follow the normal rules of hunger for the npcs and that creates a sufficient amount of drama for my players. They now feel the pressure to find a permanent home. But since the militia system is lacking I'm going to have to create some kind of setting for the npcs where they are able to be self-sufficient once their provisions can be properly stored. Help us out Paizo! We need more details on the militia system!
I cannot find anywhere in the Starfinder Core Rulebook that states Small creatures move at 20ft instead of 30ft during combat. There is nothing listed under the Race chapter for Ysoki that says they move slower than medium size creatures either. I know Pathfinder has general rules for Small vs. Medium size, but I'd like to see the specific rule. Otherwise, it says on page 17 of character creation that all characters move 30ft. Later in Tactical Rules Pages 255-256 there are no special notations indicated that small creatures move slower. Lastly, in the legacy conversion section starting on page 500 the only race with a movement hindrance is dwarves who have their expected 20ft of movement. Gnomes and Halflings just say "small" and there is no reference to their movement. Thoughts? |