| noblejohn |
I am letting my PCs get magic items when they build magic producing buildings.
So their city now has an exotic craftsman that produces minor magic items. On the first month, they got a 2nd level scroll worth 150gps.
So what should I do with this scroll? Does the craftsman make an item each month? Does the kingdom get tax income based on the sale of this item? Even at 10% tax, it will take $40,000 worth of items to get 1 BP.
Thanks for your thoughts.
| Cintra Bristol |
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Here's how you need to think of magic items:
1) The items are owned by the craftsman (until they sell), not the kingdom. If the PCs want to buy them for their normal market value, they can.
2) You roll to see if the magic item sells to open the slot so it can generate a new item the next month.
3) Each district can only roll to sell one item per month.
4) When the item sells, it is used to represent how the economy is doing - so it generates the correct amount of BP based on the slot type (Minor, Medium, Major). Of course, if the item is worth less than 4000gp, it simply empties the slot, it doesn't generate BPs.
| Talon Moonwalker |
I don't tend to bother with the minor magical items beyond about the 1st year. Once they start making medium and major magical items it simply created more work for you to be honest with you.
Also, be careful with withdrawing the magic items from the treasury etc, it leads the campaign open to a massive amount of abuse. I had a party go about 3 times over WBL thanks to it, and in the end we retconned that they were dead on WBL instead. Kingmaker tends to run a little under it, unless you throw in a lot of encounters.
| DragonStryk72 |
Actually, Kingmaker is supposed to have a higher rate of magic to it, representing the fact that the PCs are not *primarily* an adventuring party, although they certainly do get out there. Between the improved access to items, and the increased income potential from withdrawals, they really are going to be a deal more powerful than you're used to them being.
My own group has worked out a plan to make regular monthly withdrawals now, without tweaking off the populous. With a +56 economy, they switched focus to Loyalty, ramping it as high as they could, and now they can make withdrawals while having to only not roll a one to keep unrest from occuring. Meanwhile, even that has been stymied by the party's witch, who uses fortune to aid the roll.
The key is making certain that your encounters are using sound tactics that force the PCs to think around them, as opposed to just bash their way through
Diego Rossi
|
Actually, Kingmaker is supposed to have a higher rate of magic to it, representing the fact that the PCs are not *primarily* an adventuring party, although they certainly do get out there. Between the improved access to items, and the increased income potential from withdrawals, they really are going to be a deal more powerful than you're used to them being.
My own group has worked out a plan to make regular monthly withdrawals now, without tweaking off the populous. With a +56 economy, they switched focus to Loyalty, ramping it as high as they could, and now they can make withdrawals while having to only not roll a one to keep unrest from occuring. Meanwhile, even that has been stymied by the party's witch, who uses fortune to aid the roll.
The key is making certain that your encounters are using sound tactics that force the PCs to think around them, as opposed to just bash their way through
Fortune (Su): The witch can grant a creature within 30 feet a bit of good luck for 1 round. The target can call upon this good luck once per round, allowing him to reroll any ability check, attack roll, saving throw, or skill check, taking the better result. He must decide to use this ability before the first roll is made. At 8th level and 16th level, the duration of this hex is extended by 1 round. Once a creature has benefited from the fortune hex, it cannot benefit from it again for 24 hours.[/quote+
1 loyalty check represent 1 month of kingdom life. I don't think that a 1 round effect once in 24 hours will affect that kind of roll at all.
like it should not effect the magic item creation roll or any check requiring more time that the hex duration.Notice how it say " He must decide to use this ability before the first roll is made." While not exactly RAW I would take that as meaning "You must decide to use the hex before starting the affected activity".
| DM Aron Marczylo |
Here's how you need to think of magic items:
1) The items are owned by the craftsman (until they sell), not the kingdom. If the PCs want to buy them for their normal market value, they can.
2) You roll to see if the magic item sells to open the slot so it can generate a new item the next month.
3) Each district can only roll to sell one item per month.
4) When the item sells, it is used to represent how the economy is doing - so it generates the correct amount of BP based on the slot type (Minor, Medium, Major). Of course, if the item is worth less than 4000gp, it simply empties the slot, it doesn't generate BPs.
Thank you! Finally found a answer I'm satisfied with :D
| Rickmeister |
My own group has worked out a plan to make regular monthly withdrawals now, without tweaking off the populous. With a +56 economy, they switched focus to Loyalty, ramping it as high as they could, and now they can make withdrawals while having to only not roll a one to keep unrest from occuring. Meanwhile, even that has been stymied by the party's witch, who uses fortune to aid the roll.
I would not let Fortune aid it.. It's not a player's roll, it's the outcome of a week of hard work in which a lot of different things happen.