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.
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.
This is only a review of the actual physical book...just wanted to say i love the new(?), matte paper used, it looks great, rest of book is same usual excellent Paizo quality.
Ultimate Campaign may not be a perfect book, but it is still a very strong one and among the best there are.
Almost the first third of the book consists of "Character Backgrounds", which basically is lots of random generation tables for traits. I'm not a fan of Traits to begin with, so I personally consider this one of the books major weak points.
The other two thirds of the book are much stronger in quality. The Downtime rules may be intended to let PCs run small business at the side, but they are also very well suited to simply use them to build your own private stronghold complete with staff. Many people mentioned they are missing some information on having employees to just serve in the PCs home instead of making money for the business, but using the regular wages for hirelings from the Core Rulebook compensates for that very well.
The chapter on optional sub-systems like Honor, Contacts, and Sandbox exploration is another strong point. While probably no group will want to use all of the options presented, there should be something for pretty much everyone.
The Kingdom rules are an expanded version of those in the Kingmaker Adventure path and the same goes for the Army rules as well. Again, a number of questions are likely to come up that are not answered by the book itself, like how it changes the costs if you hire mercenaries instead of having a standing army, or how long it takes to train and equip new troops to be ready for battle. These are things that can be relatively easily worked around, but the frequency of these issues is the main reason that this book does not quite make it for a five star rating.
Overall, the rules for Kingdoms, Armies, and building your own Stronghold/Business are kept relatively simple, and some might say simplistic. But personally I consider that a benefit and not a drawback, as these things are meant to be a small addition at the side to the PCs main business of Adventuring. The simplicity of the rules allows it to convert any adventure sites or NPCs to the new system at a moments notice, and once familiar with the system, a GM does not really have to prepare for the eventuality of the PCs claiming a conquered lair as their stronghold or convincing a group of NPCs to make a large scale attack at a fortress or city as a diversion. These conversions can be made on the fly and don't require the game session to end early to give the GM a week to prepare. This makes these rules greatly more attractive for a broad range of groups, instead of just those who want to run a campaign that specifically focuses on these things.
For a long time I've thought this book is going to be more or less a compilation of subsystems from various APs, so I was a bit skeptical. Now that I have ze PDF, the question is, what actually is inside Ucamp?
First chapter is the character background generator. Now, it's not just a set of tables, but it's connected to Traits and new Story Feats. I love the idea of meshing PC backstory with Traits ... because I've been doing this for several years, awarding appropriate Traits for writing a one-page character history. Neat, Paizo stealing ideas from my brain. What next, they'll publish a pirate AP oh wait.
What's also nice is that the backstory generator doesn't do all the work for you, there's still plenty of room left for improvisation and meshing it all together. So overall, almost a perfect chapter BUT while all the classes are represented, there are only backgrounds for core races. One could wish at least the more popular (Tieflings, Aasimar, Tengu, etc.) minor races would get their due. Oh well.
Chapter Two - Downtime or the dreaded question "what can my PC do between adventures". Well, this one handles this one pretty much completely, including a rather neat if baroque system for establishing your own facilities/buildings/hirelings/businesses. I can't think of any angle not covered here. Paladins running brothels, finally with rules and tables. Oh d20, you and your shameless desire to have numbers for everything! We love you so much for that, you nasty little minx.
Chapter Three - Systems. A collection of various aspects of not-combat-related mechanics. There's Honor, Reputation, the flamewar magnet of Retraining (anime MMO munchkins territory oh noes Gary save us!), Hexploration and several others. I really like the sections on Contacts and Bargaining, both of which come up so often during my games.
Chapter Four - Kingdom Building and Mass Combat. Well, this one is pretty much Kingmaker rules on both topics, consolidated, expanded, errated and polished. Glad to have all in one place, even if I won't be using it much.
Artwork is of usual qua...well, quality is there, it's just that a couple of new artists here don't exactly float my boat. Of course, the layout, dress, organization, bookmarks, everything is Paizo Quality here.
Bottom line - are you a GM? Buy this now ... because at some point, you'll want to use it. Are you running Kingmaker or some other campaign involving kingdom building and mass warfare? Mandatory purchase. Are you just a player? Well ... the character background generator is full of ideas and downtime activities are inspiring, but it's mostly a GM book, so stick to the dirt cheap PDF unless you're an OCD completionist.
Which, as we all know, we all are in the end. Great book!
This book was both greatly timed and well worth the money in my opinion. The character backstory ideas alone are great for fleshing out your character to create a better role playing experience. The material within will provide a great tool for character creation and other campaign aspects. It was worth the wait.
Mostly a conglomeration of the various traits into one book, a re-hash of Kingmakers kingdom subsystem, and pathfinders attempt at mass combat. The Downtime is good, but honestly could have been an advice post on the Paizo blog.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
It seems like paizo deliberately goes out of its way to make abbreviating product names into acronyms difficult. See the AP line: Serpent's Skull, Skull and Shackles, Shattered Star. I'm probably gonna default to calling this book "The Campaign book" myself though.
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
TOZ wrote:
Snow Crash wrote:
The problem with optional rules is that they are shiny and new and everyone wants to use them.
No I don't.
That's why they say you only need the core rule book, dungeon masters guide, and the moster beastery to play a game, all other things are optional, but can be fun if used properly.
I am very much looking forward to this. I don't give my players downtime often, but when I do they want to do quite a bit. Like work on the courting of someone their character is interested in, run a business, do training, do research. Lots of things.
I could use some rules for managing downtime and the romances in the game. Since I run a homebrew only I don't have the rules for relationships that will be in this. So on the whole with what my group likes to do this book will be a huge boon to me.
I want this oh-so-damned badly for even just one reason only: "An extensive system for generating character and NPC backgrounds, history, and family, from the son of the farmer to the king’s daughter."
I really want to run a campaign in the Golarion setting, but there's just so much information spread out over so many books, it's hard to keep track of everything that one should know to make a background that fits in the setting.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Harrison wrote:
I want this oh-so-damned badly for even just one reason only: "An extensive system for generating character and NPC backgrounds, history, and family, from the son of the farmer to the king’s daughter."
I really want to run a campaign in the Golarion setting, but there's just so much information spread out over so many books, it's hard to keep track of everything that one should know to make a background that fits in the setting.
the Rulebook Lines are Setting neutral. this is a background System in general I believe. Not Specifically for Golarion.
I'm not so much on the tactical minatures games, what I'd really like to see is either something like BECMI's fairly large-scale strategy rules or the board game that was one of the original Dragonlance modules that let you track the course of a war across the entire continent month by month.
The mass combat rules in Ultimate Campaign will be the same rules as we debuted in Kingmaker, in Pathfinder #35, but polished up and expanded. As with the kingdom building rules, we've looked at feedback on these boards, as well as actual in-game play from in-house campaigns, and are using that feedback to enhance the rules for appearance in Ultimate Campaign.
A full-scale tactical mass combat game like Warhammer or Battlesystem or something like that is FAR beyond the scope of Ultimate Combat. Something like that would easily be it's own book or own game.
The mass combat rules in Ultimate Campaign are more of a narrative tool to help you quickly resolve such huge battles in your adventures.
EDIT: Looks like I already replied as such upthread, but I'm reposting a slightly more descriptive reply to help folks anticipate what exactly this book will be doing.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
I really enjoy the kingdom building rules for Kingmaker, and my players in two campaigns have found them to be a fun "something different." One thing I would LOVE to see as a GM in any updates would be a way for the cities one builds using kingdom-building rules to generate a stat block like the one Paizo now uses to describe cities in adventures. Right now, the two are totally different. It's kind of like PCs and NPCs having different ability scores with different names, with PCs having "Dexterity" and NPCs having "Agility."
Kingdom-building cities (in Kingmaker) have three stats: Economy, Stability and Loyalty (okay, five: plus Unrest and Defenses).
Regular Paizo cities have six stats: Crime, Corruption, Economy, Society, Lore, and Law.
What I've been doing is:
• Econ = Econ
• Law => Stabilty
• keep Crime as a sub-score of Stability (crime = instability)
• add Loyalty
• keep Corruption as a sub-score of Loyalty (corruption = government disloyalty)
• add Unrest as a sub-score of Loyalty (unrest = public disloyalty)
• keep Lore
• add Defenses
• drop Society
So what's that, 8? Not perfect, but something like this would mean that kingdom-building cities and cities in adventures could use the same stat blocks.
Any info on if we will be getting any new stuff for the settlement rules like new governments and what not? Also would love to see some way of unifying this and the kingdom rule together as one coherent system like people have said above if that's possible.
I really would like to see the ship combat rules added in a chapter for this book if possible. Those rules always are handy to have.
Ooh! All for that! I've been in a bit of a pirate obsession lately (though I've not been able to get Skulls and Shackles stuff yet due to budget concerns), so it'd be nice to see ship combat stuff. I'm a little sad caravan stuff won't be in, but it's included in the free Jade Regent player's guide, so I doubt that'll be much of a problem. ^_-
This book looks awesome. I'm particularly excited about the expanded Kingmaker Kingdom rules.
As an Adventure Path subscriber, do I get a free PDF copy of this if i preorder it?
As Azaelas Fayth pointed out, Ultimate Campaigns is part of the Pathfinder Roleplaying Game line of products and you need to subscribe to that product line to get the free PDF.
There is a thread collecting points of confusion in the crafting rules. This book will try to make some of those more clear, but it has been stated that the existing rules will *not* be changing.
Rules for non-government organizations (such as some of the Factions in the Faction Guide and the Schools in Inner Sea Magic); or, at least some means for them to interact with Kingdoms meaningfully.
Rules for scaling Factions. The ones in the Faction Guide are generally all continent-spanning in their reach (throughout the Inner Sea). Some discussion on using the same base mechanics for smaller organizations (such as a noble house with influence limited to one realm, or even a Guild with influence mostly limited to one city) would be nice.
Rules for non-government organizations (such as some of the Factions in the Faction Guide and the Schools in Inner Sea Magic); or, at least some means for them to interact with Kingdoms meaningfully.
Rules for scaling Factions. The ones in the Faction Guide are generally all continent-spanning in their reach (throughout the Inner Sea). Some discussion on using the same base mechanics for smaller organizations (such as a noble house with influence limited to one realm, or even a Guild with influence mostly limited to one city) would be nice.
I saw there are rules for backgrounds and families. Will this give way to stat out children? I have a couple of players that feel like playing younger casters and I'm interested in obliging them.
I saw there are rules for backgrounds and families. Will this give way to stat out children? I have a couple of players that feel like playing younger casters and I'm interested in obliging them.
You could try using the "young" template from the Bestiary.
"From delving deep into your character’s background to exploring life between adventures to building strongholds, attracting followers, and conquering kingdoms, this wide-ranging resource for players and Game Masters greatly expands the scope of characters and campaigns."
So it sounds like maybe yes ...
CalebTGordan
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