Kingmaker houserules


Kingmaker


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this is a spot for people to post how they have changed there own kingmaker game with there own house rules, be it what some buildings do, new buildings, extra rules ect.

to get the ball rolling i will put in what i have done for my own game.
buildings

mageatoruom 60 bp, 3 major items, +4 econ +2 loyalty. half's cost of war mage collage.(balanced or fair more then likely not, came up with it on the fly in game)

war mage collage. 30 bp +2 stability +4 defense, allows the training of casters for your army, to work in a military unit.

dragon roost 24 bp. +2 econ +2 stability, allows the raising and training of dragons from eggs to mounted combatants, *note must ether have a dragon willing to let you have and raise its eggs or buy them*

flying invisible castle 160 bp. standard castle stats +4 loyalty. players wanted it so let them build it. it also has invisible purge inside of it. does not so much fly as levitate up and down.

i added in research for buildings, much like how casters can research how to make or cast new spells, i had the players research how to make new buildings. for my game i had some buildings give research points each month that would go to the total amount of research needed to learn how to make a building, buildings are and how many research points they give are ; library 1, casters tower 3, academy 5, and magetoruom 8. i also let the research go faster by putting in bp on a one for one basis for research. example a building the players want to research would cost 15 bp they have buildings that would give them 10 research but don't want to wait till next turn to finish it off, so they put in 5 bp and finish off the research.

allow the recruitment of non standard races for leadership positions, ie monsters, gives a +4 unrest, might be higher or lower for what kind of monster you are putting in power. ie orc would give less unrest then a evil dragon would. but still following having to make them friendly first.

Spoiler:
my players bribed the hill giant into being there warden by having a brewery just for him

adding in small buildings that are meant for the farm hex's like a school house, a Doctor, druid hut, ect limit being 1 of such buildings per hex being built each turn. you pick out what sounds right for your group for bounes but each one should not be that big.

talking to the players about what there nations rules will be, who would be allowed to live in the kingdom or city, would monsters like kobolds be let in. what are the holy places dedicated to is it on god many just all of them ect. just stuff to make the kingdom feel more real then numbers for you as dm and for the players.

an odd one, but giving a hex to druids and not touching it and have them return the favor some how, i gave the players each farm gave them a total of 3 reduction to consumption*for plant growth*, or a -2 bp cost for buildings*from stone shape*. the druid hexs will go up in size as the size of the kingdom goes up.

cost of army of spell casters going up 1 bp for each spell level they can cast. made a few test army's and none can stand up to the mage army so it will have a higher cost because mages are not cheap.

using the game master guides city making guideline and its rules, but if the highest level casting a city can do is 9th level or higher just have that be a ritual where lower level caster join together to cast such spells, taking lots of time and the one in the lead of the ritual has to have a npc feat for it.

the building limit be for district rather then for the kingdom per turn.

that is all i can remember for now, well that can apply to other peoples games at least.


What we use so far (I have two groups, but only one has begun kingdom building):

Explored hexes will show terrain for 2 hexes in all directions with the following exceptions:
Forest hexes only allow for 1 hex visibility.
Mountains show up three to four hexes away from an explored hex and will also give the same benefit of visibility if explored.

As the players are now lvl 8 and in the tomb of part 3, they'll be able to pay for having hexes explored. 2bp for 4 hexes or 4bp for 8 per month. If there's something interesting there it will either be taken care of or just reported to the players, depending on the situation. These hexes must be next to hexes that are already explored. Currently debating on whether to increase the cost depending on how far from their own borders the hexes are.

Also changed how the owlbear could damage buildings in RRR. Considering its strength is "only" in the lower 30s, having it able to level several blocks of buildings (not to mention a city wall had there been one there) was just unreasonable. Instead I had it do (1d4+2)*3BP (2*3BP if they made their save) worth of damage subtracted from their BP pool.


Winter is a major deal in my campaign.

During the months of Kuthona, Abadius, and Calistril (i.e. December thru February) economy rolls are divided by 10 rather than the normal 5 when generating income.

I used the weather for Portland Maine to make exploring during winter more fun. The fight at the Stag Lord's fort took place during a snowfall and the party got "trapped" in the fort with a borrowed cart full of supplies from Oleg. The party has also had a few fights while wearing snowshoes.

I'm also changing the magic item selling rules to be +3/+8/+15 bonuses added to the economy if the economy roll is passed during the income phase.

While not "houserules", I've also added 2 high level NPCs to the area to act as foils to my party (2 paladins, rogue, druid, witch). The first is a CE Wizard, a practitioner of soul magic, deep in the woods who wants to be left alone. The second is a NG Ranger who is a Pathfinder. The players think pathfinders enter kingdoms and steal all the magic items hidden in their ruins. The Ranger saved the party from a TPK after a stupid decision early in the campaign. I plan to reveal she's a Pathfinder and what she's up to sometime in module 4.

The Exchange

I'm re-arranging the Events table to put Bad Events as lower rolls and Good Events higher )but keeping the same percentages for each event. This allows me to say, impose a 5% penalty on these rolls to make bad things more likely if the rulers do dumb things that don't quite fit into a penalty to Unrest, Economy or Stability.

Also, I'm inverting the ruler's ability to affect the different scores. At Barony, he can influence all three, while Kingdom he can only affect one. This simulates the fact that it's harder for one person to influence multiple areas of a larger community, and makes the PC's rely on their officeholders more as time goes by.


Only house rule we've put in so far is logging camps, suggested in a thread somewhere.

Logging camp - forest hex - 4 BP, acts as a farm to reduce consumption (like farms, must have a road to put a camp in).


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Here it is... finally! Houserules(or House Rules)for Kingmaker's Kingdom Building, including custom buildings and a few changes to existing building.

I invite any and all feedback - positive or otherwise - and am willing to provide further information when asked for it. I/we hope you enjoy.

______________

Credit where credit is due to other messageboard posters I and my players have shamelessly “borrowed” from, and to the creative staff responsible for Pathfinder. 3.5 THRIVES!
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Note 1: Military buildings such as Fort, Watchtower, Barracks, Garrison, Castle, and Citadel are built for housing military units. As a house rule, each military building is able house an army unit of the listed size; units cannot be recruited without such a building. The cost of recruiting the army unit is included in the cost of the building – upkeep costs are paid monthly thereafter. A Garrison, for example will hold a Medium sized army (100 soldiers). The soldiers are recruited, housed, outfitted with basic field kit, and are treated as a Level 1 Medium Army, thereafter. Training and peace-time maintenance increase the cost of the unit. Peace-time unit upkeep equals ½ the unit level per month; War-time pay is as per Kingmaker rules.

NOTE 2: Building which REPLACE others, stack any listed benefits, except as per Note4; these improvement must be used on existing an existing structure.

NOTE 3: When multiple buildings reduce the cost of construction of other structures, the cost modifiers are not cumulative, and do not stack. A city may benefit from cost reductions on a single building only once.
____________________ NEW BUILDINGSv4 ____________________

SAMPLE ENTRY:
Building Name (#Build Point cost; any building requirements; # of blocks occupied by building): Description of building’s function. Game Benefits and/or other restrictions.
___________________________________________________________

Armory (8 BP; must be adjacent to a Barracks, Garrison, Castle, or within a Citadel; 1 block): Armories are places that store weapons of various sorts. Such places are typically run by either government or nobility. Reduces the BP cost of Resources for outfitting an army by -1BP (includes Improved Weapons, Improved Armor, and Ranged Weapons); Defense Modifier +2; Unrest –2. Limit one per kingdom).

Bathhouse (4 BP; must be built adjacent to a water hex or Watertower; 1 block): Bathhouses are places where people can go to clean themselves and perform other hygiene functions. Economy +1, Loyalty +1; Unrest +1.

Bazaar (24 BP; must be built adjacent to a 1 house; 1 block): A bazaar is an open market for local citizens and travelers alike. City base value +1,000 gp; halves cost of Herbalist, Smithery, and Brewery in same city; 1 minor magic item; Economy +1, Stability +1.

Camp: (6 BP): Instead of building a farm hex, you can build a logging camp and mill in forests or a fishing camp in swamps or next to a river. Economy +1, Stability +1. The benefit is doubled if the hex contains a "resource" like rare lumber, herbs, or fish: +2 Economy, +2 Stability.

Caster’s Lodge (40 BP; requires Caster’s Tower; 2 blocks): Caster’s Lodge — sometimes also called guilds, covenants, brotherhoods, schools, or orders — perform many of the functions traditional to other guilds but for spell casters; they regulate how their members perform their trade; organize the training of apprentices; share and improve techniques; grant degrees of recognition and assist in the supply of necessary materials. Halves cost of a Scriptorium; 3 minor, 2 medium, and 1 major magic items; Economy +2, Loyalty +2 (supports up to a Medium Army of arcane spellcasters).

Citadel (100 BP per year for 4 years to build; requires Kingdom size of 200+ hexes by end of construction period; 1 district/36 blocks – Citadel fills all outer blocks; inner blocks may be built upon): Great defenses reinforce this structure of layered walls, interlocking keeps and moats, lesser castles, towers, and bridges. Provides City Walls for the entire city the citadel occupies. Other buildings may be constructed within the citadel. Halves the cost of an Arena (or Coliseum), City Wall, Castle, Cathedral, and Waterfront (or Harbor - if next to water hex) in same city; Economy +10, Loyalty +10, Stability +10; Defense Modifier +16; Unrest –10; limit one per kingdom (supports up to a Colossal Army).

Clothier (6 BP; must be adjacent to a House; 1 block): Clothier shops are establishments that sell, make to order, alter, and repair all sorts of clothing and related accessories. Apparel for cold weather or other environmental conditions, custom clothing, costumes, or any sort of clothing related goods beyond what can be purchased in a marketplace or shop. City base value +200 gp; Economy +1.

Coliseum (40 BP; replaces Arena; 4 blocks): Capable of seating 50,000+ spectators, a Coliseum is used for athletic contests and public spectacles such as mock sea battles, animal hunts, executions, re-enactments of famous battles, and dramas. Halves cost of Garrison or Theater in same city; Economy +2, Stability +4; limit one per city.

Courthouse (20 BP; requires Jail and Townhall; 2 blocks): A public venue for settling disputes between community members and determining the guilt of accused criminals. Halves cost of Prison in same city; Loyalty +1, Stability +2, Unrest -1.

Dump (4 BP; cannot be adjacent to a House; 1 block):): A centralized place to dispose of refuse. Loyalty +1, Stability +1.

Embassy (24 BP; must be adjacent to Town Hall, Castle, or Citadel; 2 blocks): A diplomatic mission representing a state or kingdom in another kingdom. The role of such a mission is to protect in the interests of both states and their people. Economy +1, Loyalty +1, Stability +1; limit one per city.

Estate (12 BP; Replaces an existing farm): Change an established farm hex into an Estate. An estate comprises the houses and outbuildings and supporting farmland and woods that surround the gardens and grounds of a very large property. It is an "estate" because the profits from its produce and rents are sufficient to support the household at its center. Economy +1, Stability +1.

Exchange (60 BP; must be adjacent to 2 Warehouses; 2 blocks): A mercantile exchange trades in bulk goods, food, and resources as well as helping to maintain stable prices for commodities. City base value +2,500 gp; Halves cost of Inn, Clothier and Shop in same city; 3 minor items, 2 medium items, 1 major item; Economy +4, Stability +; limit one per city.

Farm Improvement (BP cost = 2x original BP cost to establish the farmland; must be used on existing farm; improvement counts toward total “Farmland Improvements per Month;” 1 farm hex): Irrigation and farming improvements have increased the output of the farm. Reduce kingdom Consumption by -1; Economy +1, Stability +1.

Fort (6 BP; cannot be built within 3 hexes of a city): Cost is halved if built over an area with an existing Lair or Cave. Instead of building a farm hex, a fort can be built in any hex. Does not count as a city; Stability +1, Unrest -1; (supports up to a Medium Army); If the hex is attacked, +2 Defense.

Gambling Parlor (4 BP; 1 block): Gambling parlors are places where people can go to play games of chance for money, using a variety of random methods like cards, dice, tiles, coins, wheels, drawing of numbered balls, and so on. Economy +1, Loyalty +1, Unrest +1.

Garrison (28 BP): A large building to house armies, train guards, and recruit militia. Halves cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2; (supports up to a Medium Army).

Harbor (90 BP; cost may be reduced by half if Harbor replaces a Waterfront; must be adjacent to a water border; 4 blocks): A harbor is a fortified waterfront which includes shipyards, and facilities for travel and commerce. City base value +3,000 gp; 3 minor items, 2 medium items, 1 major item; Halves cost of Exchange, Guildhall, Market, Black Market, and Lighthouse in same city; Consumption -2, Economy +4; Unrest +1.Defense Modifier +4; limit one per city.

Hospice (8 BP; 1 block): Hospices are establishments where sick, injured, or otherwise unwell patients can rest, heal, and receive medical care and the attention of trained and qualified physicians, which may or may not include clerics. Loyalty +2, Stability +2, Unrest –1.

Kitchen (10 BP; 2 blocks): Precursors of modern cafeterias, buffets, and fast food restaurants, commercial kitchens serve simple but hardy fare at affordable prices to the masses. Economy +1, Loyalty +1; Unrest –1.

Land Preserve (5 BP; cannot be used on a land hex claimed by farms, mines, or logging camp; 1 hex): The land of the kingdom is more than just a source of resources, property, and wealth; it also provides peace of mind and tranquility to those who know how to enjoy it. Loyalty +1, Stability +1 (if a camp, farm, fort, mine, or a city is established in the same hex, the benefits of the Land Preserve are lost and vice versa).

Lighthouse (10 BP; must be adjacent to a water border): A tower that provides illumination to water craft at night and in fog. Loyalty +1; Unrest –1; limit one per city.

Market (48 BP; must be adjacent to 2 houses; Replaces Bazaar; 2 blocks): An open area for mercantile pursuits, traveling merchants, and bargain hunters. City base value +2,000 gp; halves cost of Black Market, Inn, Clothier, and Shop in same city; 2 minor items; Economy +2, Stability +2.

Menagerie (30 BP; must be built adjacent to a Mansion or Palace; 1 block): Predecessors of zoos, menageries are collections of exotic wild animals that might also include all sorts of magical beasts and monsters. Economy +1, Stability +1, Loyalty +1; Unrest -1.

Mine: (6 BP): Instead of building a farm hex, you can build a mine in hills or mountains. Economy +1, Stability +1. The bonuses are doubled if the hex contains a "resource" like gold, marble, gems, or iron ore: Economy +2, Stability +2.

Mint (70 BP; must be adjacent to an Castle or Citadel; 2 blocks): The mint is chartered to produce coinage, banknotes, or whatever financial instruments are accepted as legal tender. City base value +5,000 gp; Economy +10, Stability +10; Unrest +5; limit one per kingdom.

Monestary (40 BP; must be adjacent to Shrine or Temple; 2 blocks): Monasteries are places where monks, clerics, or other people set apart for a religious purpose live and work. Monasteries are among the most restrictive sorts of religious communities and require their members to live on the premises, work and worship together collectively, to worship a common deity. 2 minor and 1 medium magic item, Economy +2, Loyalty +2 (supports up to a Medium Army of divine spellcasters).

Museum (26 BP; must be built adjacent to an Academy or University; 2 blocks): Museums are places devoted to collecting, safeguarding, and displaying various sorts of items and artifacts and might be devoted to any particular people, race, art, science, pursuit, or other subject or combinations thereof. City base value +1,000 gp; Economy +2, Loyalty +2.

National Monument (12 BP; 1 block): A monument on a grand scale can be a colossal statue, a magnificent garden, an enormous tomb to a beloved hero, or a unique building or art display. Loyalty +3; Unrest –1; limit one per city.

Palace (48 BP; 4 blocks): Palaces are the large and usually extravagant homes of heads of state, high-ranking public and religious figures, and sometimes other wealthy or powerful individuals. A Palace typically includes a number of smaller outbuildings, including gardens, servant’s quarters, stables, Halves cost of Menagerie; Economy +1, Loyalty +1, Stability +1.

Pawn Shop (4 BP; must be adjacent to 1 house; 1 block): Pawnshops are businesses that offer monetary loans in exchange for items of value, which the pawn broker holds as collateral and are subsequently called pledges or pawns. City base value +200 gp; Economy +1, Unrest +1.

Prison (22 BP; requires a jail; 2 blocks): A large fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.

Restaurant (6 BP; 1 block): Restaurants are businesses that strive to provide distinctly pleasurable, fine dining experiences to paying customers, serving good-quality meals with individual service in distinctive settings. A restaurant may specialize in providing a particular sort of food or the cuisine of a particular foreign country, though often such restaurants also provide common local selections. City base value +100 gp; Economy +1.

Rivers: Much like roads, rivers can be used for commerce. For every 4 hexes your kingdom controls that contain rivers, you gain +1 Economy. Hexes with a river and a road receive only one bonus.

School (8 BP; 1 block): An institution where basic literacy, mathematics, and history are taught; excludes magic. Loyalty +2, Unrest –2.

Scriptorium (10BP; must be adjacent to a House; 1 block): Scriptoriums or scriptoria, are facilities devoted to the hand-copying and illustration of books. Places of this sort are often affiliated with other institutions, such as temples, monasteries, scroll shops, and Caster’s lodges. Halves cost of a School and Library; Economy +1, Loyalty +1, Stability +1.

Slave Pen (10 BP; 2 blocks): Slave pens are places where Humans — or the members of other intelligent races — are bought, sold, and temporarily imprisoned while their disposition is being determined. Such facilities are run by slavers who have, to varying extents, the attributes of merchants, raiders, and prison guards. Add Slave Revolt [similar to Bandit Activity] to the list of possible Kingdom Events. Economy +3; Unrest +4

Terraforming (24 BP per hex): Convert a hex from plains or hills into forest; convert a swamp or hills into plains. The conversion takes 12 months before you can treat the hex as the new terrain type; removing a forest hex gives the kingdom 1d6 BPs each of 12 months. Make a Kingdom Event roll each month a forest his terraformed; and once all terraforming is completed.

Town Square (8 BP; must be built adjacent to a Townhall; 2 blocks): The town or city square is where people can gather for political and social events in greater number. Town criers can be heard making announcements and proclamations. Loyalty +1, Stability +1, Unrest -1

Trading Post (6 BP; cannot be built within 3 hexes of a city; must be adjacent to road or river): Trading posts are places established for the purchase, sale, and exchange of goods along and at the junctions of roads, rivers, and other travel venues, or in far-flung places where specific sorts of commodities can be obtained. Does not count as a city; Economy +1, Stability +1.

University (90 BP; requires Academy; 4 blocks): An institution of higher learning that focuses on Knowledge based education, including magic. Halves cost of Caster’s Tower, Library, and Magic Shop in same city; City base value +2,000 gp; 3 minor items, 2 medium items; 1 major item; Economy +2, Loyalty +2; limit one per city.

War College (60 BP; requires kingdom size of 100+ hexes; must be adjacent to a Castle or Citadel; 4 blocks): A War College is a place where warriors, train with weapons, tactics, and formulate strategies. A War College trains military leaders in specific weapons, fighting styles, philosophies, tactics, and military strategy. The War College improves the benefit of any Tactics earned by armies by +1; Economy +2, Loyalty +4; limit one per kingdom.

Warehouse (6 BP; 1 block): Warehouses are structures used for both long and short-term storage of large quantities of goods and materials. City base value +300 gp; Economy +1.

Water Tower (4 BP; must be built adjacent to a house; 1 block): A water towers is a large elevated water storage container constructed to hold a fresh water supply at a height sufficient to pressurize a water distribution system. Loyalty +2; Unrest -1.

Workhouse (5 BP; 1 block): Workhouses are places where people who are unable to support themselves can go to live and work, and many of the indigent inmates of such places include the mentally or physically infirm, widows, orphans, abandoned wives, and the aged. Economy +1, Unrest +2


some army and mass combat rules from Jason Nelson. did not know how to do the tag to do this normally. but here it is.

Some modified mass combat rules I just sent around to my players. I added in a few bits about Barracks and Garrisons, armies in reserve vs. armies in the field, and some utility for the Profession (soldier) skill and Leadership feat. See what you think. Happy reading!

RAISING AN ARMY: You can raise an army in any city that has a Barracks or Garrison. A Barracks can raise an army up to size Medium; raising a larger army requires a Garrison. Each Barracks or Garrison can raise only one army per turn. As a "kingdom action," raising an army replaces constructing a building, so you can only raise as many armies in a turn as you are allowed for your kingdom size.

Raising an army requires a Loyalty check with a penalty equal to twice the CR of the army you want to raise. If the check succeeds, you spend BP equal to twice the army's CR and the army is created. If the check fails, you spend BP equal to intended army's CR but the army is not raised. However, if you attempt to raise an army from the same Barracks or Garrison on your next kingdom turn, you gain a +4 bonus to your Loyalty check.

MAINTAINING AN ARMY: Armies cost consumption each WEEK that they are kept in the field, or each MONTH that they are kept in reserve. An army can always be created in one place and moved to another location to be placed in reserve there. It is considered to be in the field while moving its base of operations and must pay that consumption for that week, but if it reaches its destination in less than a week, it can be treated as being in reserve and must pay consumption only once more for the remainder of the month. To be kept in reserve, an army must be housed in one of the following buildings, each of which can host an army of the following size.

Watchtower: One Small or smaller army.

Barracks: One Medium or smaller army.

Castle: One Large or smaller army.

Garrison: One Huge or smaller army.

A Gargantuan or Colossal army cannot be kept in reserve, it must remain in the field.

An army's base consumption is equal to half its CR (rounded down, minimum 1), paid at the beginning of each week (or month). If you don't pay, its morale goes down by 2; if it hits -5, the army disbands. If an army disbands from lack of pay, your kingdom suffers a permanent -2 penalty to your kingdom's Stability, Economy, and Loyalty. So don't do it. It's bad. :)

LEADING AN ARMY: Each army must have a designated leader. A leader with a good Profession (soldier) skill and/or the Leadership feat can assist the army's performance on the battlefield. An army's leader can be a PC or an NPC, but must spend at least 3 days per WEEK (if the army is in the field) or per MONTH (if the army is in reserve, see below), or the army suffers a -1 penalty to Morale. This penalty accumulates each week or month the leader fails to show up. If the army's morale drops to -5, it disbands as noted above. The leader can alleviate this penalty by simply showing up the required amount of time; each week or month he does so, the penalty is reduced by 1. The penalty can also be reduced by 1 each week or month by doubling the army's consumption.

EQUIPPING AN ARMY

Your army starts out with typical melee-focused gear. You can, however, beef them up by buying additional stuff for them when they are created. The noted extra buildings are required in the city where the army is created.

Healing Potions (10 BP, +5 consumption after every battle, requires Alchemist or Magic Shop): Up to twice during a battle, you can forgo attacking to heal your army hit points equal to twice their CR.

Improved Armor (3 BP, +1 consumption, requires Smith): +1 DV.

Improved Weapons (5 BP, +1 consumption, requires Smith): +1 OM.

Magic Armor (15 BP, +3 consumption, requires Smith and Caster's Tower or Magic Shop): +2 DV.

Magic Weapons (50 BP, +5 consumption, requires Smith and Caster's Tower or Magic Shop): +2 OM.

Mounts (BP = mount's CR, consumption = mount CR + rider CR (not halved), requires Stable): +2 OM and DV, and use the mounts' speed for the army. The army's CR is determined by the mount's CR if it is higher than the rider's.

Ranged Weapons (2 BP, +1 consumption): The army can act in the ranged combat phase.

Siege Engines (15 BP, +5 consumption, requires Exotic Craftsman): +2 OM. For every siege engine in the army (you can buy more than one, which does not increase the OM bonus above), you reduce the enemy's bonus to DV from fortifications by 1d4 each round of the melee phase. Army's speed is halved (minimum 1).

MASS COMBAT

Really, it's very simple. There can be a few modifiers for favorable or especially familiar terrain, an ambush situation, or fighting inside fortifications, but pretty much it goes like this. There are very few rolls:

Offense Check:

Add: 1d20 + your OM + 1 per 5 ranks of Profession (soldier) of the attacking army's commander

Subtract: The target's DV - 1 per 5 ranks of Profession soldier of the defending army commander

Equals: Damage to the defending army.

If you roll a natural 20, you inflict 1 extra point of damage (or 1 point, even if your total roll is less than the target's DV).

If you roll a natural 1, your army can't make an Offense check next round.

If you have the Leadership feat, you can spend action points to affect your army's Offense checks.

Morale: 1d20 + the army's morale score + 1 per 5 ranks of Profession (soldier) of the army's commander.

If you have the Leadership feat, you can add their Charisma bonus to morale checks and use action points to affect Morale checks.

TACTICS PHASE: Each side decides what tactics it's going to use. Combat is simultaneous, but the leader on each side makes a Profession (soldier) skill check. Whoever rolls lowest declares their tactics first and declaring tactics continues in order. You can change your one 'step' in either direction each round, but changing them more than one step requires a DC 20 Morale check; if failed, the army's strategy stays what it was the previous round.

1. Defensive (+4 DV, -4 OM, -6 damage)

2. Cautious (+2 DV, -2 OM, -3 damage)

3. Standard (no mods)

4. Aggressive (-2 DV, +2 OM, +3 damage)

5. Reckless (-4 DV, +4 OM, +6 damage)

RANGED PHASE: Usually this only lasts 1 round as armies approach. If you have ranged attacks, you get to attack. If you don't, you don't.

MELEE PHASE: This phase continues one round at a time until one side's armies retreat or are destroyed. Combat is simultaneous, so it's possible for two armies to destroy each other.

DEFEAT: If the army's hit points drop to equal to or less than its CR, make a Morale check or the army breaks and runs. The opposing army gets a free Offense check against it before they escape. If an army is dropped to 0 hit points, it is destroyed, and your kingdom suffers a penalty to Stability, Economy, and Loyalty checks equal to half the army's CR (minimum -1). If the army escapes, its hit points reset to equal its CR but it cannot fight again unless you make a Loyalty check on your kingdom's next Upkeep phase (so you can only try to revive routed units once per month, though you can do it for as many routed armies as you have anywhere in the kingdom).

VICTORY: If you win, your army's hit points remain where they are and you can make a Loyalty check to allow your army to learn a new Tactic (see below) and improve its morale by +1.

RECOVERY: An inactive army heals hit points equal to its CR each day of total rest (no movement and no combat). If you have the Leadership feat, you can attempt a Loyalty check at the end of each day, whether your army is resting or not, to restore hit points equal to the army's CR.

Liberty's Edge

pavaan wrote:

some army and mass combat rules from Jason Nelson. did not know how to do the tag to do this normally. but here it is.

...

LINKIFIED for ya.

Good stuff from Jason N.

Robert

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