Pathfinder Roleplaying Game: Ultimate Campaign (OGL)

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Pathfinder Roleplaying Game: Ultimate Campaign (OGL)
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Where the dungeon ends, another adventure begins! Pathfinder Roleplaying Game: Ultimate Campaign takes you on a guided tour through the parts of the game that happen between monster attacks and quests for ancient artifacts. As some of the most powerful and prestigious heroes around, do your player characters want to build up a kingdom of their own, or lead an army against a neighboring nation? Perhaps they want to start a business, craft magic items, or embark on a quest that will come to define them. Whether you're looking for help generating a young character or seeking ways to challenge adventurers who've grown bored of fighting monsters one-on-one, this book has everything you need!

Pathfinder Roleplaying Game: Ultimate Campaign is a must-have companion volume to the Pathfinder Roleplaying Game Core Rulebook. This imaginative tabletop game builds on more than 10 years of system development and an open playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder Roleplaying Game: Ultimate Campaign includes:

  • A detailed guide to generating character backstories, including a new system for random character generation and traits and drawbacks to meld your background with your statistics.
  • Story feats that increase in power as you achieve key goals, making quests and crusades more than just flavor!
  • A complete downtime rules system to flesh out those parts of a PC's life that take place between adventures, such as running a business, gaining power and influence in a community, or starting a magical academy.
  • New rules for retraining and switching classes; honor, reputation, and fame; young characters; investment; magic item creation; and other key adventuring topics.
  • Rules for building up a kingdom, including construction and technological advancements, governing your people, and more.
  • Mass combat rules to help you lead clashing armies and conduct epic battles in a fun and efficient manner—without losing sight of the PCs themselves.
  • ... and much, much more!

ISBN-13: 978-1-60125-498-6

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Ultimate Campaign Review

4/5

My first impressions of Ultimate Campaign were pretty positive, and now that I've had time to read through the whole thing, I can honestly say that this is a must-have for any campaign that goes beyond the scope of the dungeon crawl. If you're looking for guidelines and rules for all the things that happen outside the dungeon itself, this book is an incredible buy.

Full review at www.outsydergaming.com.


Ring Side Report-A Review of Ultimate Campaign

4/5

Originally posted at www.throatpunchgames.com, a new idea everyday!

Book- Ultimate Campaign

Publisher-Paizo

Price – ~$40

TL;DR- Tables and Rules Everywhere!-83%

Basics- Ultimate Campaign focuses on the rules around the rest of the Pathfinder RPG. This book is more "meta" then most books. The book starts with a chapter on how to make characters; not how to make stats, but how to build a story into your characters. Next the book gives a chapter on what you can do in your down time with ideas ranging from building businesses to creating organizations. After that is a chapter on different rules systems covering ideas such as bargaining to taxation in your game. The final chapter is how to build a kingdom and mass combat.

Mechanics or “Crunch”-This book is crunch-tastic! If you want rules regarding all the extra stuff in your game, this is it. Want rules for an honor system? It's here. Want to start a kingdom? There is a whole chapter on how to do the rules for it. It covers a lot of ground. Some of these rules are kind of reprints as these rules were covered in different adventure paths, but that's not necessarily bad as the rules have gotten a polish since their last printing. 5/5

Story or “Fluff”-This section might not fit the best here. This book sets out to be a rules book. It's pretty system neutral as you're just running the Pathfinder/3.5 system somewhere and these rules cover the "in between" stuff. You don't need a lot of story. However chapter one is how to build a character. It does an excellent job of describing what stuff you could include in your character. If you're George R.R. Martin, you don't need this. However, I have a friend who loves Pathfinder, but when presented with character generation, he freezes. This chapter gives some good fluff for your characters and suggests traits for you to take for all the fluff. Heck, if you want to completely randomize your PCs, this chapter gives tables and tables of random stuff to make your new PC. Where the fluff is needed, it's done well, but don't expect it throughout the book. 4/5

Execution-This book is the standard Paizo quality. The book is a nice hard cover with well put together pages. The layout lacks a bit. There are pages after pages of tables or rules or columns of text. Nothing brakes up much of what you're reading, so it gets a little boring. It's important rules, if you want them, but they get very dry, very quick. 3.5/5

Final Thoughts-Unlike a base book, this is a one copy at the table max book. This is something you might want to get, skim through, and then give to your GM while telling him which of these rules you want in the game. It's a repeat of many of the rules systems explored in the adventure paths, which isn't bad because the rules do get a little touch up here and there. However, if you want a dungeon crawling game where you find some monsters, kill them, and take gear, this isn't for you. If you want to do some crazy game where you explore a mist filled continent via random hex crawl where you establish a kingdom while maintaining your family's honor, waging a war for the throne, marrying into different family lines, and dealing with the crushing shame of your fathers half fiend lineage, then YES you will need this book. 83%


Excellent product adaptable to other games

4/5

After thumbing through the book I decided to pick it up. I think the systems in the book are really interesting and I'm actually adapting them to my 4e game.

The book is chock full of fluffy stuff but stuff tied with mechanics so as a DM you get an idea of what type of rewards to apply to a player when they have a background or have own a business. The mass combat section is pretty neat as well, and with a little tweaking I can adapt that as well.


Fairly good.

3/5

This is a pretty decent fluff book. However, I wish the price was $29.99 instead. The paper quality used is substantially weaker than previous books. There are useful things to be found within for the GM who is not too busy to come up with himself or herself but nothing is overwhelming in here. Reminds me of the numerous volumes Wotc produced for 4E.


Ultimate Campaign Under Review!

5/5

This is definitely a homerun for Paizo. This is definitely one of their best products they have put out in a while. I actually gave it 4.5 out of 5 stars, but it is still good enough to give it 5 here.

Read my complete review HERE at Skyland Games.


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magnuskn wrote:
Unless Sean and the other developers can learn how to teleport into your living room, nobody can stop you from houseruling ( or interpreting RAW ) as you like.

My apologies - it was meant to be a joke. Even if they could learn to teleport I don't believe they would.

What I was trying to say is: I think the rules concerning item creation and wealth per level should be seen as a suggestion on how to handle the topic. In my opinion this topic is a very diverse one depending on the style of play of each group and because of this there is no "one perfect solution".

Contributor

magnuskn wrote:
Unless Sean and the other developers can learn how to teleport into your living room, nobody can stop you from houseruling ( or interpreting RAW ) as you like.

If given this skill, I feel like Sean would have bigger plans than just playing Big Brother to every GM in the world anyway. :)

Liberty's Edge

magnuskn wrote:
or in this case, a change to an existing rule

Maybe I missed something. Which existing rule are you talking about here ?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Arthun wrote:
magnuskn wrote:
Unless Sean and the other developers can learn how to teleport into your living room, nobody can stop you from houseruling ( or interpreting RAW ) as you like.

My apologies - it was meant to be a joke. Even if they could learn to teleport I don't believe they would.

What I was trying to say is: I think the rules concerning item creation and wealth per level should be seen as a suggestion on how to handle the topic. In my opinion this topic is a very diverse one depending on the style of play of each group and because of this there is no "one perfect solution".

Actually, I meant to make my remark more joking as well, I just forgot to add the smiley. :)

Although the second sentence was once again meant to be serious ( though not directed at your remarks, only a general observation. ).


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
The black raven wrote:
magnuskn wrote:
or in this case, a change to an existing rule
Maybe I missed something. Which existing rule are you talking about here ?

Well, if you read the magic item crafting rules from the CRB as RAW, there is no limitation there to how much a magic item crafter can do for himself and her/his group, aside from the physical limitation of time and the money s/he has available.

The new rules ( or maybe they are just meant as "advice", rather than RAW clarifications, which would be nice to know ) put a quite clear limit on how much profit a crafter can expect to make from his feat and if other party members are supposed to benefit from said profit.

What this entry on magic item crafting lacks is any context on why magic item crafters should suddenly stop crafting when they've reached that invisible WBL ceiling, how to enforce those rules as a GM and any meaningful explanation as how this should be explained in-game. If the author of the article would have added some fluff about "magical encumbrance" or whatever, it would at least have given some sort of official explanation to adhere to with those changes when trying to explain them to your group of players.


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I tried out the "roll a random background" tables to create a notional party last night, mostly just to see what I got. Those tables really jog the old creativity once you have the framework.

That said, I'm not sure how these broad types would work together in an adventuring party:

A CN dwarven bard who is ashamed of his fungus-farming parents and enjoys deceiving and blackmailing people.

A craven N halfling rogue who used to steal baubles for a creature she knew as "The Ghostly Man."

A LG half-orcish sorcerer who was exiled from his community for picking sacred flowers for his girlfriend, but sees the exile as opportunity.

An opportunistic CN human fighter, former militia member who just wants gold and silver.

A studious LG half-elven cleric of Abadar who wants to spread civilization to the wilderness.

And that's just the beginning. Very nice job on those tables, Paizo.

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

The random background generator is awesome. I got a NG dwarven magus who was involved in a "pleasure" scandal with some arcane experiment backfire as well. My imagination is running off with that.


Gorbacz wrote:
The random background generator is awesome. I got a NG dwarven magus who was involved in a "pleasure" scandal with some arcane experiment backfire as well. My imagination is running off with that.

Depends on what he rolled on the "Romance" table.


1 person marked this as a favorite.

The background tables are pretty cool.

The only problem: Now you need a book with background tables for all the races from the Advanced Race Guide!

Dark Archive

I'm looking forward to getting my hands on this.


I am really looking forward to it as well.

Silver Crusade

Pathfinder Pathfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Would it cost as much to convert an existing building to your current needs as it would to build it outright? (For example, some one takes a manor house in Magnimar and wants to convert it to a 'dance hall')


Adventure Path Charter Subscriber; Starfinder Charter Superscriber

GEORGE IS HERE!!!:D
AND SHE LIKES KEY LIME PIE!!!!!
SUPER SHINY JOY JOY!!!!!

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Cori Marie wrote:
Would it cost as much to convert an existing building to your current needs as it would to build it outright? (For example, some one takes a manor house in Magnimar and wants to convert it to a 'dance hall')

50% of construction cost, maybe? Assuming same size building, if you're using the lot rules for city grids. There are rules there for upgrading iirc. Seems like the best place to start your conversion.

Designer, RPG Superstar Judge

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magnuskn wrote:
the actual meaning of your statement stays the same. "How dare you criticise me".

If you say so. :)

magnuskn wrote:
Stop taking problems people have with your rulings as if they were making a personal attack upon you, that is not how creative writing works.

I was once the third-most hated man on the internet. I stopped taking internet arguments personally LONG ago. :)

Designer, RPG Superstar Judge

Cori Marie wrote:
Would it cost as much to convert an existing building to your current needs as it would to build it outright? (For example, some one takes a manor house in Magnimar and wants to convert it to a 'dance hall')

I'd look at it more like "the current building has a certain number of rooms, which of those rooms can I repurpose as-is for my intentions, which require additional construction to convert them, and what additional rooms you need to construct to suit your intended purpose.

Using your examples:
Mansion (with an asterisk indicating a room that's present in the Mansion that you can use as-is for your Dance Hall): 1 Bar*, 1 Bath, 4 Bedrooms, 1 Escape Route, 2 Furnishings, 1 Kitchen, 1 Laundry, 1 Lavatory*, 1 Lodging, 1 Office*, 1 Secret Room, 2 Sitting Rooms*, 1 Stall, 2 Storage*

Dance Hall (with an asterisk indicating a room that's present in the Mansion that you can use as-is for your Dance Hall): 1 Ballroom, 1 Bar*, 1 Common Room, 1 Lavatory*, 1 Office*, 1 Sitting Room*, 1 Storage*
You probably could pay to knock out some walls between the Bedrooms to create a Common Room or Ballroom, pay to convert the Laundry and Kitchen into a Common room, use the Lodging for ... "dancing" ... and keep the Bath, Secret Room, and extra Sitting Room as-is.

The system, room descriptions, and room sizes are designed to be flexible so you don't have to plan out every 5-foot-square for a building. If you're cool with a change and the GM is cool with a change, that's fine. :)

Liberty's Edge

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Sean K Reynolds wrote:


I was once the third-most hated man on the internet. I stopped taking internet arguments personally LONG ago. :)

I like you Sean!!!! ;)

Scarab Sages

Correct me if I'm wrong, but isn't WBL a guideline to begin with?

As a GM, I know how I would handle things... that 25% difference is, as someone suggested, due to the spellcaster's intimidate familiarity with the item they crafted for themselves. That's not something that the other players benefit from. Purely a game balance decision. The alternative is to quietly tone down how much treasure you hand out (with said crafting in mind).

I made a mistake early in my current game by allowing Merchantile Background from the FRCS with a player. Since he was 'the merchant', he was selling all of the treasure for the party... at 75% instead of 50%. I just quietly adjusted how much treasure they received to keep them on WBL. Eventually that player left the game for other reasons and I have since adjusted again.

But yes, it does create some rather odd logical questions, for instance, if a spell caster can only gain a discount on items made for themselves, why would they ever make magical items for someone else? Why does a Ring of Protection +1 cost what it costs? Why is it not marked up so that someone CAN make a profit selling it, because that's exactly what would happen.

Also, I have seen a game group come close to disintegrating over issues like this. A player in a game group I was in was playing a Wizard that worshipped Abadar. He picked up Craft Wondrous, and said that he was willing to craft for others, at a 10% markup (of which he tithed half to Abadar). Dear god, the crap storm that ensued was enough to turn you off of gaming. Yes, the upset players were being entitled jerks but to discount how players will receive an arbitrary ruling that doesn't include some sort of justification... Ultimately the player of the Wizard said 'screw it' and asked the GM if he could swap out CW with Spell Focus and everyone else had to pay full price rather than get a 15% discount.

Now, why this justification has to come from a book rather than the GM, that I don't know. Thankfully, my players aren't that invested in RAW.

Shadow Lodge

3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber

And the adopted sibling race table works so well as an advanced reincarnation table. Even if it's not intended it adds almost all the options form the race guide to a table for us all!

Dark Archive

Jason Nelson wrote:
xn0o0cl3 wrote:
So I understand that Crime, Law, etc. are all settlement attributes from the settlement rules in the GMG, but I can't seem to find any explanation for Productivity... Anyone know of the source for that?

It's explained in the text that Productivity in UCam is the same thing as Economy in the GMG. Since the kingdom rules already had an existing stat for Economy, we couldn't very well also have a separate settlement attribute for the same name, so I chose the less important one (the settlement attribute) and renamed it Productivity.

This is noted on p. 215 under the paragraph with the subheading Settlement.

Thanks Jason!


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Christopher Van Horn wrote:
And the adopted sibling race table works so well as an advanced reincarnation table. Even if it's not intended it adds almost all the options form the race guide to a table for us all!

Actually, that table does not work all that well for that purpose because it contains a number of native outsider races -- so you would have to either reroll races of different types (humanoid vs. outsider) or house rule that all races on this table are legal options for any character who started out as a race on that table.

Grand Lodge

Adventure Path Charter Subscriber
magnuskn wrote:
Skeld wrote:
magnuskn wrote:
Of course then we get into the question of how item crafters make any profit whatsoever and why would they craft magic items for other people in the first place...

So why not accept that the rules exist the way they do for arbitrary game reasons and play on?

-Skeld

Because most rules are not really arbitrary but give context? I have a problem when rules don't stand up to even the slightest scrutiny and one simply has to completely put on horse blinders to maintain suspension of disbelief.

By your own admission, this seems to be your problem. The crafting rules are the way they are for the purposes of keeping the game moving in an unbroken fashion, not to be logical, internally consistent, or model a real-world economy.

-Skeld

Shadow Lodge

Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path Subscriber
David knott 242 wrote:
Christopher Van Horn wrote:
And the adopted sibling race table works so well as an advanced reincarnation table. Even if it's not intended it adds almost all the options form the race guide to a table for us all!

Actually, that table does not work all that well for that purpose because it contains a number of native outsider races -- so you would have to either reroll races of different types (humanoid vs. outsider) or house rule that all races on this table are legal options for any character who started out as a race on that table.

Don't see why, reincarnate allows you to technically incarnate as any of the races it has including others with different sub-types. All of the native outsiders are still base humanoids and its magic. It just allows a lot more options. Its much nicer than it used to be where you might come back as a badger...


Unseelie wrote:

Correct me if I'm wrong, but isn't WBL a guideline to begin with?

No, it's actually a rule.

Scarab Sages

Zark wrote:
Unseelie wrote:

Correct me if I'm wrong, but isn't WBL a guideline to begin with?

No, it's actually a rule.
Quote:
Table: Character Wealth by Level lists the amount of treasure each PC is expected to have at a specific level. Note that this table assumes a standard fantasy game. Low-fantasy games might award only half this value, while high-fantasy games might double the value.

That kind of sounds like a guideline to me...

Silver Crusade

Pathfinder Pathfinder Accessories, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

It's saying that you would have to adjust the table accordingly for the type of game you are running. Characters in a world with out magic are not going to have the same as a character in a world were everyone and their brother is a spellcaster.


Pathfinder Adventure, Lost Omens, Rulebook Subscriber

I'm loving this book so far.

But I have run into a concern in retraining Hit Points.

In the example given you have a 5th lvl fighter with a 14 Con (+2 HP per level) which will give him a max of 60 hp's. You are not able to train past this point.

Lets say he has rolled a "5" for every level after his first. This will leave him with a total of 40 HP's.

Based on the math defines for training (3 days per HP) you will need to train for 60 days. (20 HP short of max x3)

The cost for this would be (10 x lvl x # days training) for a total of 3000 gp's.

The only limit I can see is you need someone of a higher level to train you. Am I missing something? Should there, or is there a limit outside of this?

Otherwise I can't think of a reason why most PC's won't have max hit points.

Scarab Sages

I noticed that the downtime rules for scribing spells is, actually, a rather major change. It used to be a spell level per hour, but according to Unlimited Campaign it's just a spell per hour (eight hour day, eight spells).

Quote:
If you’re a magus or wizard, you can spend 1 day of downtime to copy up to eight spells from other sources into your spellbook...

So, my question is, if the wizard has Cypher Script, does this translate to 48 spells per day since 10 minutes per level is 1/6th the time? (assuming he can pay the scribing costs)


Unseelie wrote:
Zark wrote:
Unseelie wrote:

Correct me if I'm wrong, but isn't WBL a guideline to begin with?

No, it's actually a rule.
Quote:
Table: Character Wealth by Level lists the amount of treasure each PC is expected to have at a specific level. Note that this table assumes a standard fantasy game. Low-fantasy games might award only half this value, while high-fantasy games might double the value.
That kind of sounds like a guideline to me...

1st quote by SKR

http://paizo.com/threads/rzs2kkid&page=14?Raise-Dead-and-the-Diamond-Th ing#660

2nd quote by SKR
http://paizo.com/threads/rzs2kkid&page=14?Raise-Dead-and-the-Diamond-Th ing#671

the 2nd quote is cooler :-)

Scarab Sages

Zark wrote:
Unseelie wrote:
Zark wrote:
Unseelie wrote:

Correct me if I'm wrong, but isn't WBL a guideline to begin with?

No, it's actually a rule.
Quote:
Table: Character Wealth by Level lists the amount of treasure each PC is expected to have at a specific level. Note that this table assumes a standard fantasy game. Low-fantasy games might award only half this value, while high-fantasy games might double the value.
That kind of sounds like a guideline to me...

1st quote by SKR

http://paizo.com/threads/rzs2kkid&page=14?Raise-Dead-and-the-Diamond-Th ing#660

2nd quote by SKR
http://paizo.com/threads/rzs2kkid&page=14?Raise-Dead-and-the-Diamond-Th ing#671

the 2nd quote is cooler :-)

Fair enough... poor use of the word 'might' then, as that suggests that 'might not' is also an option for a low or a high fantasy game.

Grand Lodge

Unseelie wrote:

I noticed that the downtime rules for scribing spells is, actually, a rather major change. It used to be a spell level per hour, but according to Unlimited Campaign it's just a spell per hour (eight hour day, eight spells).

Quote:
If you’re a magus or wizard, you can spend 1 day of downtime to copy up to eight spells from other sources into your spellbook...
So, my question is, if the wizard has Cypher Script, does this translate to 48 spells per day since 10 minutes per level is 1/6th the time? (assuming he can pay the scribing costs)

Based on your quote, and devoid of surrounding text, I would read into that, that there is no change to the rule. It says "up to" which indicates to me that there might still be other factors that will limit how many spells you may be able to copy, though I may be wrong. Just an observation. ^_^

Scarab Sages

Aeshuura wrote:
Unseelie wrote:

I noticed that the downtime rules for scribing spells is, actually, a rather major change. It used to be a spell level per hour, but according to Unlimited Campaign it's just a spell per hour (eight hour day, eight spells).

Quote:
If you’re a magus or wizard, you can spend 1 day of downtime to copy up to eight spells from other sources into your spellbook...
So, my question is, if the wizard has Cypher Script, does this translate to 48 spells per day since 10 minutes per level is 1/6th the time? (assuming he can pay the scribing costs)
Based on your quote, and devoid of surrounding text, I would read into that, that there is no change to the rule. It says "up to" which indicates to me that there might still be other factors that will limit how many spells you may be able to copy, though I may be wrong. Just an observation. ^_^

Yeah, it's a little weird as it creates cases where you may be better off NOT using the downtime rules (a high number of low level spells), and cases where you're better off using the downtime rules (spells of sixth level and above).

RPG Superstar 2015 Top 8

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Oooooh, matte paper. I love it.

So I get excited by strange things.

Anyway, book is even prettier in person. Can't wait to get started using it!


Segallion wrote:

The only limit I can see is you need someone of a higher level to train you. Am I missing something? Should there, or is there a limit outside of this?

Otherwise I can't think of a reason why most PC's won't have max hit points.

Perhaps there are no masters of combat, martial academies, or monk monasteries around. Maybe they're not interested in taking in any new pupils. If they are, they may not have 60 days to spend on a single student. A player doesn't just get to retrain their PC to max HP just because. The GM pretty much has to allow it to happen and is in complete control of how much of a benefit the PC receives through retraining.


When it comes to magic item creation I like to use it for adventure hooks by requiring special components that the party has to track down. Now of course this depends on the level of the character and the type of item. I'm not going to make they track down components for potion of enlarge when they are 10th level but I would when they are 3rd level. By 10 level it would assumed they have the connections to get components or would acquired them during adventuring. For more powerful items it requires more powerful components. This keeps the WBL in check pretty good from what I can tell in my games.


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magnuskn wrote:
Unless Sean and the other developers can learn how to teleport into your living room, nobody can stop you from houseruling ( or interpreting RAW ) as you like. However, my personal hope and actual expectation is that a new rule ( or in this case, a change to an existing rule ) is given context so as not to appear arbitrary.

Seems like you're carrying quite a torch here. Hopefully I can help out. The WBL has been a guideline based on game balance for some time. It may feel arbitrary, but it's completely necessary and was decided on carefully. It's one of the few things however that doesn't tie in well with the 'fantasy world.' There's never been a great in story reason why a person couldn't receive a large inheritance, take a year off and work a craft to make a lot of money, or just find a really great magic item/gold horder early in their career rather than later.

It's all about game balance. A party's average wealth has strong impact on their ability to handle combat in conjunction with their APL vs. the CR rating of the encounters. If WBL is much higher or lower than the guideline given for your party's live, you can expect that the guidelines given for how tough an encounter is (based on the APL vs CR table) to no longer apply properly.

There's no really great in game reason given for the WBL guideline...much less for the fact that the average gold per encounter table shows less for the slow xp advancement track and more for the fast one. It's may feel arbitrary, but it's all set in the name of game balance. Fleshing those rules out for item creation, which is what this book does, similarly makes no more attempt to give in-game reasons for its guidelines than the CRB did with its tables.

Wealth is hardly the only place where this applies. As a GM, I know I have even created house rules that were done purely for similar reasons /game play balance reasons that had no direct tie-in with the lore. It's all in the name of fun...and proper game play balance is a huge part of the fun in any game. I absolutely love they way PF rules tie in really well with lore (it does that better than many Pen and paper games), but at the end of the day, it IS a game, and some rules/guidelines have to be there for fun/balance reasons even if there's not a great way to tie it in with the setting/lore/RP.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Sean K Reynolds wrote:
magnuskn wrote:
the actual meaning of your statement stays the same. "How dare you criticise me".

If you say so. :)

magnuskn wrote:
Stop taking problems people have with your rulings as if they were making a personal attack upon you, that is not how creative writing works.
I was once the third-most hated man on the internet. I stopped taking internet arguments personally LONG ago. :)

I actually admire you a lot for sticking your head out for us to criticise you, but, man, you get grumpy sometime. Like here. ;)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Skeld wrote:
magnuskn wrote:
Skeld wrote:
magnuskn wrote:
Of course then we get into the question of how item crafters make any profit whatsoever and why would they craft magic items for other people in the first place...

So why not accept that the rules exist the way they do for arbitrary game reasons and play on?

-Skeld

Because most rules are not really arbitrary but give context? I have a problem when rules don't stand up to even the slightest scrutiny and one simply has to completely put on horse blinders to maintain suspension of disbelief.

By your own admission, this seems to be your problem. The crafting rules are the way they are for the purposes of keeping the game moving in an unbroken fashion, not to be logical, internally consistent, or model a real-world economy.

-Skeld

Yeah, I'm sorry, man, but I have stopped putting blind trust into developers sense of balance somewhen in 3.5. The crafting rules were, up to this ruling, a broken mess of unbalance. After this ruling they are somewhat better, but I really still need context to them, rather than arbitrary handwaving.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
JCServant wrote:
Seems like you're carrying quite a torch here.

I'll say. The unbalancing effect magic item crafting has on WBL, and the efforts the GM therefore has to invest to maintain game balance despite that unbalancing effect are my biggest goblin with the game overall. And there is other stuff ( Monks, high level play, diplomonsters, more ) which also should be adressed someday, but this issue is the one which most concerns me.

JCServant wrote:

Hopefully I can help out. The WBL has been a guideline based on game balance for some time. It may feel arbitrary, but it's completely necessary and was decided on carefully. It's one of the few things however that doesn't tie in well with the 'fantasy world.' There's never been a great in story reason why a person couldn't receive a large inheritance, take a year off and work a craft to make a lot of money, or just find a really great magic item/gold horder early in their career rather than later.

It's all about game balance. A party's average wealth has strong impact on their ability to handle combat in conjunction with their APL vs. the CR rating of the encounters. If WBL is much higher or lower than the guideline given for your party's live, you can expect that the guidelines given for how tough an encounter is (based on the APL vs CR table) to no longer apply properly.

There's no really great in game reason given for the WBL guideline...much less for the fact that the average gold per encounter table shows less for the slow xp advancement track and more for the fast one. It's may feel arbitrary, but it's all set in the name of game balance. Fleshing those rules out for item creation, which is what this book does, similarly makes no more attempt to give in-game reasons for its guidelines than the CRB did with its tables.

Wealth is hardly the only place where this applies. As a GM, I know I have even created house rules that were done purely for similar reasons /game play balance reasons that had no direct tie-in with the lore. It's all in the name of fun...and proper game play balance is a huge part of the fun in any game. I absolutely love they way PF rules tie in really well with lore (it does that better than many Pen and paper games), but at the end of the day, it IS a game, and some rules/guidelines have to be there for fun/balance reasons even if there's not a great way to tie it in with the setting/lore/RP.

My counterpoint: WBL rules make inherent sense. You fight some low-level mercenaries and they won't have much valuables you can take with you. You fight a high CR dragon and it has a bigger hoard than a younger one. While the amount of resources a character gets at a certain level may appear arbitrary, I have enough confidence in the developers that they actually balanced that number with the expected gear characters should have to deal with the challenges they are facing.

The problem with the magic item crafting rules prior to this new ruling was that they had no limitations on them, outside of available time and money. The CRB did not impose any other numerical limits on the amount of crafted items, which is why inexperienced and/or more simulationist GM's could suddenly have to deal with a highly inflated WBL, resulting in pushover encounters and players running roughshod over planned encounters ( be they homebrewn or AP's ).

This new rules seeks to impose a limitation on how much extra WBL can be crafted from the item crafting feats, which is something I actually applaud. But I personally feel that the lack of explanation on how those new limitations come about and why suddenly PCs can't craft more when they have reached their WBL "limit" knock my suspension of disbelief right out of the gate.

If you are able to just accept a ruling which promotes unrealistic behaviour, more power to you. But "because game balance" is not enough of an argument to sell this, nor to me nor to many players, who will suddenly have to face the fact that the feat they selected just lost about 50-75% of its power. If you decide to overturn more than a decade of precedence, you should give more context than "balance".

Scarab Sages RPG Superstar 2008 Top 4; Contributor; Publisher, Legendary Games

Though in my mellower old age I've used things like action points and hero cards and such to improve survivability, historically speaking I've been something of a killer GM. However, that creates an interesting problem around money. People who die come back with less stuff, because they have to pay to come back from the dead (unless the party decides to pay the cost collectively, which is rare), whereas a replacement character brought in at or around the same level has all their stuff (and may have a more advantageous ability to tailor their stuff to the character and campaign, rather than dealing with found loot).

This problem would be exacerbated, of course, if the decedent's equipment was also sold or shared out to the existing party, making character death a source of net monetary gain to the party as a whole.

To counter this, I invented the "Viking funeral" rule. A dead character's equipment stayed with them, period. If they happened to be carrying some party item (like the wizard's bag of holding or something) or a plot-relevant item (the Sword of King Awesomeguy), the party recovered those, but the rest of a character's gear was buried with them.

Does that make in-game sense? Maybe. If you assume funerary practices that include burying the dead with their gear (like, for instance, in LotR when Boromir is sent over the falls with his sword and armor and horn and pretty much everything else he owned (in the movie, Aragorn takes his bracers, seemingly as a memento)), then it makes sense. But really, it's pure metagame.

Either way, it worked well for our group.


I haven't bought the book yet, and it sounds mostly awesome. But count me among the folks who aren't happy with the crafting/wealth by level tie in. It seems unnecessarily heavyhanded and gamist to me; in my opinion, constructs like this strongly contributed to ruining 4E.

What I would have hoped for is

1) things that other classes can do in their downtime that generate benefit to them analogous to that the wizard can gain by crafting.

2) some suggestions on how to adjust encounters when a party has a great deal of wealth, or less than WBL would indicate. The DM has the power to add more monsters w/o adjusting treasure, so I'm basically unsympathetic to the idea that party-wide WBL problems need such a heavy handed solution. See (1) above for a better way to solve the issue of the wizard becoming overpowered relative to his peers.

I especially dislike the idea that the wizard is obligated by virtue of having his crafting feat to provide services to the group, paid for out of his own treasure share. I hope this isn't really what the book says, and that I've misunderstood this part.

The character background stuff sounds awesome. The building and downtime rules sound great too, assuming balance has been improved since the kingmaker days.

And Sean, I do remember your TSR days. We had a pretty epic argument on rec.games.frp.dnd once, if I recall correctly!

Ken


One thing I have certainly learned from pre-ordering from Amazon is to just flat out ignore the estimated shipping date.

Mine just shipped from Amazon today, and because Amazon Prime is so freakishly awesome I should have it tomorrow, I am so excited!

Never owned kingmaker so this is all new stuff for me.

RPG Superstar 2013 Top 32

Jason Nelson wrote:

Though in my mellower old age I've used things like action points and hero cards and such to improve survivability, historically speaking I've been something of a killer GM. However, that creates an interesting problem around money. People who die come back with less stuff, because they have to pay to come back from the dead (unless the party decides to pay the cost collectively, which is rare), whereas a replacement character brought in at or around the same level has all their stuff (and may have a more advantageous ability to tailor their stuff to the character and campaign, rather than dealing with found loot).

This problem would be exacerbated, of course, if the decedent's equipment was also sold or shared out to the existing party, making character death a source of net monetary gain to the party as a whole.

To counter this, I invented the "Viking funeral" rule. A dead character's equipment stayed with them, period. If they happened to be carrying some party item (like the wizard's bag of holding or something) or a plot-relevant item (the Sword of King Awesomeguy), the party recovered those, but the rest of a character's gear was buried with them.

Does that make in-game sense? Maybe. If you assume funerary practices that include burying the dead with their gear (like, for instance, in LotR when Boromir is sent over the falls with his sword and armor and horn and pretty much everything else he owned (in the movie, Aragorn takes his bracers, seemingly as a memento)), then it makes sense. But really, it's pure metagame.

Either way, it worked well for our group.

My group does the same (or at least that's the plan for our newly started RotR campaign), though no one has died yet to test it.

Just thinking about it, 1/Nth of any pooled wealth should probably also be lost... though that seems like a lot of work (where N is the number of players).

Designer, RPG Superstar Judge

kenmckinney wrote:
1) things that other classes can do in their downtime that generate benefit to them analogous to that the wizard can gain by crafting.

There's an entire chapter on the Downtime system to give all PCs something to do during "downtime," and a section on Retraining that gives PCs the option to increase hit points, replace skill points in obsolete skills, and so on.

kenmckinney wrote:
2) some suggestions on how to adjust encounters when a party has a great deal of wealth, or less than WBL would indicate.

That's an interesting topic, but it is a side topic to the purpose of the Magic Item Creation part of the book, which talks about pricing new items, cooperative crafting, upgrading items, recharging items, altering existing items, and creating items for profit. Much as the vow of poverty monk option in Ultimate Magic brought up the issue of "what about a campaign where PCs aren't dependent upon gear?," which is off-topic to a book about new magical options in the game, a general discussion on "how do I handle a campaign where the PCs have too little or too much wealth?" is off-topic for a section on magic item crafting, where it's still assuming "hey, you're going to want to stick close to the expected WBL."

To be fair, I could see the point of having a discussion about your topic elsewhere in Ultimate Campaign, but obviously that didn't happen. And honestly, I think your topic and the VOP/gearless topic are related... and are probably better discussed in a book whose purpose is to analyze, discuss, and advise about campaigns that greatly skew from the default expectations of a Pathfinder campaign—wealth by level, availability of magic items, divorcing PC reliance on magic items, preponderance of non-human intelligent monsters in the campaign, spreading out leveling over a longer chronological period, and so on.

kenmckinney wrote:
I especially dislike the idea that the wizard is obligated by virtue of having his crafting feat to provide services to the group, paid for out of his own treasure share. I hope this isn't really what the book says, and that I've misunderstood this part.

That's not what it says at all.


Jason Nelson wrote:
P.S. The deletion of the asterisk from the Farm is not official errata, though; it's there in the final text, so if you're playing RAW then by all means use it. If you're interested in RAI, I intended for it not to be starred. Typos happen. :(

Typos happen, but that's a pretty major one. On the order of adding a "'t" to something like "She can't cast any spell she knows without preparing it ahead of time." (From sorcerer spellcasting). It completely changes the nature of how the rule is used.

I can only assume it was intended. It's not an unreasonable change, given that farms already behaved differently from mines/quarries/sawmills (variable cost, spreading irrigation, -2 Consumption instead of +1 BP and +1 stat), but official clarification one way or the other would be nice.

-------

While I'm in that section, how do you reconcile page 212?

Population wrote:
A settlement’s population is approximately equal to the number of completed lots within its districts × 250.
Table 4-5: Settlement Size and Base Value wrote:

Population | Settlement Size

Fewer than 21 | Thorp
21 - 60 | Hamlet
61 - 200| Village
201 - 2000 | Small town
....

Does building a single building in a new settlement automatically qualify it as a small town, with one major business? What if that first building is a house? Does that differ from if it was a shrine or smithy?


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magnuskn wrote:
My counterpoint: WBL rules make inherent sense. You fight some low-level mercenaries and they won't have much valuables you can take with you. You fight a high CR dragon and it has a bigger hoard than a younger one. While the amount of resources a character gets at a certain level may appear arbitrary, I have enough confidence in the developers that they actually balanced that number with the expected gear characters should have to deal with the challenges they are facing.

But your counterpoint doesn't explain why a party can't do things like take a year to perform in public and earn a few thousand gold (putting them above the WPL), inherit items/gold, start a business, sell a ship they got when they killed pirates, or do any number of things that would earn them more money than WPL allows. Making money by magic items is only one of a myriad of logical options that players can come up with that puts them well over WPL. It's always been up to the GM to either come up with in game reasons why they cannot, outright stop it (or make changes to rules such as lowering the gold value) with no explanation other than to cite game balance or allow it and hope it doesn't break the game. The direction that Ultimate Combat gives is only a guidelines. It's up to the GM to provide the support or whatnot. If you feel that too much wealth isn't an issue, then feel free to ignore it. If your GM suddenly has hordes of monsters attacking your town after you've created X GP in magic items, you'll have a good reason in the back of your mind what might have motivated him to do so :P


Jason Nelson wrote:

To counter this, I invented the "Viking funeral" rule. A dead character's equipment stayed with them, period. If they happened to be carrying some party item (like the wizard's bag of holding or something) or a plot-relevant item (the Sword of King Awesomeguy), the party recovered those, but the rest of a character's gear was buried with them.

Either way, it worked well for our group.

I use the same rule. The new character starts out at about 75% of their original character's GP value, as well. This tends to balance out, since they are buying exactly what they want for their build, whereas the character who died may have been 'worth more' but had some items that were not really optimized for their build.

In my homebrews, players who stick with their characters longer accrue points (awarded when they earn hero points and levels) that they can invest for the occasional extra feet, better stats, etc. These benefits are lost if a character moves to a new character for any reason. Again, they tend to feel similar in power despite this draw back, since when they are built, they can build completely optimized from the ground up and skip certain feats and decisions they may have taken to survive through lower levels.

I also allow retraining, and I was surprised to see that retraining rules in UC closely resemble my own. The relationship rules in UC has also been something I have been using since I read the original ones in Jade Regent. I really like what a lot of what's here, as I have already experienced that these types of sub-systems really do add to the flavor and fun of campaigns.


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Sean this is my equal favorite hardcover I've ever bought from Paizo (tying with the RotRLAE Collector's Edition). For what it's worth, this:

Sean K Reynolds wrote:
And honestly, I think your topic and the VOP/gearless topic are related... and are probably better discussed in a book whose purpose is to analyze, discuss, and advise about campaigns that greatly skew from the default expectations of a Pathfinder campaign—wealth by level, availability of magic items, divorcing PC reliance on magic items, preponderance of non-human intelligent monsters in the campaign, spreading out leveling over a longer chronological period, and so on.

sounds awesome. I suspect I'm in a minority in preferring less rules to more, but I really liked the way Ultimate Campaign has expanded the rules sideways rather than higher (if that makes sense). More rulebooks with that sort of focus would be a development I would welcome.

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