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RAW:
PROBLEM:
Players have argued they get +1 Fame every time they exceed 30, since it could be considered a critical success. which seems to miss the intent. SUGGESTION:
level 1 = DC 16
scale the success as well:
Hi all, I wanted to share a community tool I’ve built for groups running kingdom‑building campaigns, including those using the updated rules from the 2022 Kingmaker Adventure Path. It’s called Nation Builder, and it’s an extension for Fantasy Grounds that automates the monthly kingdom turn and helps keep the focus on story and decision‑making. This is not an official Paizo product — just something I created for my own table that has grown into a full toolkit other groups might find useful. What it does:
Supported systems:
If you’re curious, the extension is available on the Fantasy Grounds Forge here:
If anyone wants details, screenshots, or has questions about adapting it to their table, I’m happy to help. Just wanted to make sure folks running Kingmaker‑style campaigns knew this option existed. Thanks, and enjoy your time in the Stolen Lands!
The rules seems vaguely confusing, which is it?
This came up last session and we couldn't find a "RAW" answer ... The CRB first lumps grenades into "thrown weapons", suggesting STR is used to calculated attack rolls (to hit) and grenade DCs. Later, it corrects itself and clarifies ( crb 240-241) they (Grenades) are ranged attacks and use Dexterity to "to hit" but not damage. Then it clarifies (crb 242 - 243) that grenades are "single use" "ranged weapons" and that their "save DC" explicitly uses "Dexterity" not Strength. My understanding: It should be simple and accurate to state the following;
Are these (9) assumptions correct? am I missing some errata or other relevant correction ??
My group is jumping back into Starfinder (1e) after a 2 year break. We are on book 2 of the Fly Free or Die AP and just introduced the Drift Crisis! (As GM) I've decided to leave it "broken" since the players are not focused on being heroes and fixing things ... instead, they plan to try to capitalize on the situation. (i.e. The Drift crashed and now, its going to be chaotic for days/weeks/months as it slowly "re-stabilizes" into Drift 2.0 ... which I want to be near the end of the campaign, not happen over night) This raised a lot of questions; Impact of travel times
Does that mean players will need to complete (twice) as many deliveries to make up for the extra durations? Pilot check DC to navigate during CRISIS ?
So maybe, +5 for Pact Worlds / Near Space and +10 for the Vast ? Is that feasible for level 3 players? SELL PRICE
Since all routes are now going from 5d6 to 10d6 average flight time ... seems like a +1 or +2 BP boost could be relevant. alternate FTL engines
As GM, do we just ignore that part of the rules and assume each new one simply "magically fits" into the "prototype adapter"? and ignore the impact the increased BP "cost" has on the overall ship?? or are players faced with difficult choices like dropping all their ship weapons or shields, etc ... to make room for this more expensive drive?? Advice or Suggestions?
My group is jumping back into Starfinder (1e) after a 2 year break. We are on book 2 of the Fly Free or Die AP and just introduced the Drift Crisis! Literally, on their last jump ... "it happened" and now all drift travel is "in chaos". (As GM) I've decided to leave it "broken" since the players are not focused on being heroes and fixing things ... instead, they plan to try to capitalize on the situation. (i.e. The Drift crashed and now, its going to be chaotic for days/weeks/months as it slowly "re-stabilizes" into Drift 2.0 ... which I want to be near the end of the campaign, not happen over night) This raises a lot of questions, that didn't come up when playing previous APs. DESTINATION DCs (for pilot check to navigate) Piloting skill descriptions have a vague listing ...
There is no DC for "visited once" or "someone described it to me" ...
HOW DO WE TRACK THIS?
DC during CRISIS ?
INITIAL (impact of) DRIFT CRISIS
Does it starts out as +10 DC to navigate anywhere? is that even "possible to navigate" for level 3 players?? if not, is the +5 DC a more appropriate DC to use to represent the chaotic nature of the drift ?? if its +5 for Pact Worlds / Near Space and +10 for the Vast .. it would greatly impact the SELL PRICE of cargo. SELL PRICE (impact to)
The rules only show adjustments from (-2 to +1 bp/lot) based on destination. Since all routes are now going from 5d6 to 10d6 average flight time ... seems like a +1 or +2 BP boost could be relevant. Especially to make up for fact they can only complete 1/2 as many deliveries in the same time "during the crisis". DRIFT CRISIS RANDOM ENCOUNTERS
Is it simply a flat increase in chance like +25% or (x2 normal chance) of a single encounter ?
I'm curious if others have dabbled with the new rules for creating, managing and "warring" with Armies - introduced in the AP? My group is currently kicking off Part 5, War of the River Kings. The players recruited a few specialized (faction specific) armies.
As well as a general Cavalry from their citizens. The combat rules are fairly simple, although it was difficult to figure out the appropriate DC for most WAR actions. Eventually was able to determine its just an opposed skill check. So to make a morale action, the DC is the targets Morale bonus + 10.
Running combat was fairly simple using initiative order and 3 actions like PF2.
As an example of gameplay: Our last battle, the parties "elite kobold archers" where fortified in their castle. They were attacked by (3) armies at once ... which technically meant the could not be attacked until the castle was breached. Since it would have been a boring session, I decided to let (2) of the attacking armies use their ranged attacks ... to attempt to damage the castle. The 3 attacking armies had a tough time. The bandits never succeeded at their checks to advance / since the kobolds stayed fortified. Eventually they fled. The horde of giants used their ranged attacks against the castle for a total of 3 damage before their used all their ranged attacks and had to flee as well. And the ranged attackers dropped "explosive barrels" (so their ranged attacks could justify targeting a structure) ... and managed to do 3 more points of damage before running out of ammo. Meanwhile, every round, the defenders spent 2-3 actions to attack from range and stay fortified. Even with the cumulative -5 and -10 penalty for multiple attacks in same round, they managed to do a lot of damage. So, I had to "ad lib" a bit to keep the story moving ... and let the enemies feel like a threat. If they had more lucky roles, they would have made it through the castle walls and quickly dispatched the archers. But the experience did leave me wondering ... if anyone else has had success with the army rules ?
Hi all, I just wanted to offer an alternative perspective with the updated Kingmaker Adventure Path, based on my personal experiences so far. STORY
My group is currently at kingdom level 12 / party level 13. Kingdom Stats:
Kingdom (stats for example) -- Level:12 Size: 93 hexes Control DC: 33 Expansion (charter), River (heartland), Oligarchy (gov’t) Consumption: 26 (-23 from farms, includes 4 from armies) Resource Income: 17d10 (+1d from Insider trading feat) (12) Settlements and (1) outside territory (“pickles” the goblin pickle farm) Capital (Level 8, City; as level 10 for item trading purposes) Skills: (Master) Industry, Magic, Trade (Expert) Defense, Politics, Warfare (trained) Agriculture, Arts, Engineering, Exploration, Statecraft. (20 total ranks: 6 starting skills, 11 from level up, and 3 from bonus feats) Feats: Practical Magic and Insider Trading (all the rest went to skills) Factions: (7) Allies w/ Trade Agreements, (2) neutral w/ embassy sent, (1) warring faction -- What we learned; XP
SKILLS and House rules
With these options … the party tends to have a 40% success chance on untrained skill checks. And by stacking the building bonuses and those from other actions, they often double those chances for trained checks. If not, they find alternatives and/or use their fame to re-roll as needed. FAME ... My players were sad it wasn't a cumulative total of all the fame their kingdom has earned. Instead it's more like “hero points” (for kingdoms). Regardless, the kingdom starts with (1) Fame each new kingdom turn and any left over at the end is "lost" (resets to 0). So encourage players to use it up every month. FARMS ... were a big concern early on, but once they hit level 5 or so it was not as much a concern. they could then afford the 5 RP / consumption to avoid starving their citizens. ARMIES ... in hindsight, it would have been interesting to introduce them earlier. But younger kingdoms often can't afford the consumption and other costs associated with fielding an army. Kingdom TURNS ... it was a mess when we started, trying to understand the phases and order of operations. Adding armies only made it more confusing. But now (with help of automation) we complete a turn in about 10 minutes - rather than a couple hours. When starting, it was very helpful to slow each phase down, so everyone understood what was happening and how their choices impact the kingdom. Phases -
ACTION ECONOMY ... something that was not obvious initially, was the action limits per kingdom turn. UPKEEP, COMMERCE (no limits)
TIP #1: CIVICs ... As a GM, between sessions ... to prepare for the next kingdom turn ... I go through the Settlements and add 1 or more buildings the townsfolk and/or advisors are requesting. This greatly helps speed game play up when dealing with many settlements. Players can still choose to build something else, but it helps keep things expanding. And it gives me a chance to suggest other buildings to improve their kingdom stats, where it might help. TIP #2: LEADER actions ... Over time, action economy is very important with this step. I'd limit it to 8 actions initially and 12 with castle ... regardless of the number of PCs. Also, I tend to be flexible with things like hiring adventurers for things the players roleplay well, such as clearing a map hex for the PCs. TIP #3: EVENTS ... My players enjoy these events as it adds color to each kingdom month. So I will often roll them up ahead of time and give them vague clues at the start of the month. This way the players can prepare for these events with specific leadership actions or perform other actions to help offset the potential impact of the pending events. More CONTEXT
PF1e
VTT … FGU
AUTOMATION
With the toolset, we don’t have to track all the details in spreadsheets and swap in/out of context constantly. Instead it organizes our gameplay along the phases listed above (including the un-mentioned “army” phase) … and lets us focus on the story and playing the game itself. For those interested, here is Link to the automation toolset created for Fantasy Grounds;
I noticed they are missing from the new AP and wanted to mimic how they function in the crpg. Initially, PCs can teleport between Arcanist's Towers, which can be built at level 5 and only require (1 rank) trained in Magic. However, this perk is limited to PCs and other influential citizens. So, we introduced the teleport circles at level 9, which require (2 ranks) Expert in Magic skill as well as a settlement of City size or larger. (just like in the crpg, where you can build towers anywhere but can only build the circles in cities or larger) Here is what I came up with; TELEPORT CIRCLE
Build DC: 26 Cost 24 RP, 4 stone, 2 luxury and 2 ore commodities. Decided to have it modify (2) nation actions that currently have no modifiers. Establish Trade Agreements -- since it could make long distance trade possible and profitable. Deploy Army (magic) -- because its what teleport circles would be ideal for. Finally, I added the same increase in item levels that a waterfront or magic shop might provide; as the expedient travel would make magic trade easier as well. Thoughts on this ?
When you fail to pay "food consumption" for an army, it states "all your armies increase their shaken and weary conditions by 1". And any army exceeding 4 shaken or 4 weary is bad -- as it immediately disbands and causes the kingdom 1d4 Unrest as well as 1 RUIN. which is per army that disbands, not just the first each turn. Is this PER ARMY (not fed) ?
In other words, we have 10 armies but can only feed the first 6. The last (4) go unfed -- what is the result? (a) All (10) armies disband due to 4+ weary/shaken.
While I realize food is critical to morale, logic suggests the penalty would be limited to those units not fed - or at the least, worse for them specifically. In either case, it suggests the Nation leaders are better off feeding their armies first - before their citizens, to avoid the possibly worse impact to their military forces.
We're playing through the Kingmaker series of adventures and were looking for ways to track our progress over time. And to simplify the math involved with managing a kingdom. NOTE: Rather than use the stock kingmaker rules, we are using the updated Ultimate Campaign rules.
I have setup a "hosted" version of each on the cloud so you can see easily how it works. Thought I'd share this info in case others find it useful as well. -- Kingdom HEX Map --
You can My example S3 hosted - Kingmaker Map URL -- Kingdom manager --
My example S3 hosted - Kingdom Manager URL NOTE
Credits:
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