
Bigrin da Troll |

It's probably too late for you now, but I avoided the problem by flat-out removing the 'sell-magic-items-for-BP' rules. The players' Barony grew more slowly, and much more organically.
Since I also strongly implied that Kingdom Events could be worsened or mitigated by buildings (such as Granaries preventing - or at least reducing - famine, and large numbers of Dumps contributing to horrific Plagues) my players spend at least half their time and BPs on 'preventative' buildings rather than simply maxing kingdom stats.
Oh, and the 'auto-fail on a natural 1, auto-success on a natural 20' optional rule is essential. Players are a little more sensible when they know that sooner or later they ARE going to fail a check and have to live with the consequences.

FenixFire007 |

Anyone else had a problem with super huge kingdom saves? For instance my players economy is a +81 to their roll. Blehk that is just to easy! If you have had this problem with kingdom saves and found a good solution please let me know.
I read elsewhere on the boards a rule that I picked up for our game. It basically states that you can't have a bonus higher than your Control DC-3. So it effectively expands the fail roll to a 1 or 2, making a 10% chance of failure. (Although I allow temporary bonuses like Events to bring this back down to a failure on a 1.) Not a huge change, but enough that it keeps things from getting TOO comfortable. You could, if you were feeling especially evil, expand it further out to a 1-3 roll, though I wouldn't recommend it.