Adjusting difficulty of Kingmaker


Kingmaker

Grand Lodge

I am starting a kingmaker game in a day or so and have a fairly stacked party and want to know how you guys would increase the difficulty.

I was planning on any fight with a variable number of enemies such as the intro battle at oleg's add one more cr of enemies. In that situation that would be 3 more cr 1/3 bandits. And on any mob with a cr1 plus add the " simple: advanced" template.
Which is +2 to all rolls +4ac and 1 HP per HD.

Thoughts?


How many people are in your party? What's the point buy and class make up of the party?

Grand Lodge

Odraude wrote:
How many people are in your party? What's the point buy and class make up of the party?

5 players but there may be a 6th sometimes.

20 point buy. 15 is too dibilitating imo.
Ifrit inquisitot with their racial archatype from the arg.
Sylph Druid with the sky Druid archatype from the arg.
Udine bard with the watersinger archatype from arg
Oread monk with the style master archatype.
Kitsune rogue with knife master archatype.
The 6th if presant will be a tiefling of some variety.
The 4 elementals were a theme I suggested and they will each have one of the Nobel faimly campagne traits to fit in the kitsune will have brigand.

Sorry for slow reply am at work.


Cool!

Kingmaker is ... swingy in difficulty due to the nature of the random encounter charts.

Our group of five (with VERY generous rolled stats overall) has lost ... 5 characters :P

Most of the time we stomp encounters, but every so often you get in over your head. Will o' Wisps are a good example of this; early on (and even later) they are just deadly, and they can show up right away!

But, to better answer your question:

adding a CR is not a bad idea for those times when you have 6 players. For five, might not be necessary.

The best way to make it challenging is to keep players on their toes; have encounters come at night, or in adverse weather conditions, or in challenging terrain that benefits the monster, etc.

If you run things as presented, the party will likely find out very quickly that they're only going to have 1 or 2 encounters a day 90% of the time; which means they're likely to blow all their resources pretty fast. That's one of the reasons this adventure path can be easy; you don't have to worry about resource management as much.

But if you keep them guessing, they'll play more conservatively and that should help keep the difficulty more where you might want it.

Finally, this has little to do with difficulty but its REALLY useful for running Kingmaker (or any hex-crawl based game):

http://thealexandrian.net/wordpress/17308/roleplaying-games/hexcrawl

:D

Grand Lodge

Yah I looked through the whole book and have an idea of things it just seems a few of the scripted encounters are a tad on the weak side like the intro, thorn river camp and the ruined temple. Ajusting random encounters is pretty easy to do ad-hoc. I have been DMing since I was 9 and am 24 now :) I usually homebrew but since I am playing this game long distance using roll20.net its easier to run a precon with all the art assets made for me.

Kingmaker was an easy choice knowing my one player hates the beaten trail.


Although not RAW.... Flinds

Theya re one of the great equalizers =)

Dark Archive

There is a fan-built conversion built for six players on the Kingmaker forums.

http://paizo.com/forums/dmtz3onj?Community-Created-6-Player-Kingmaker-Conve rsion

I would recommend lowering back to 15 point-buy, however. While slightly restrictive, it's what the Adventure Path is designed for, and you seem to already be powering up your PCs by allowing them more powerful races.

Grand Lodge

Mergy wrote:

There is a fan-built conversion built for six players on the Kingmaker forums.

http://paizo.com/forums/dmtz3onj?Community-Created-6-Player-Kingmaker-Conve rsion

I would recommend lowering back to 15 point-buy, however. While slightly restrictive, it's what the Adventure Path is designed for, and you seem to already be powering up your PCs by allowing them more powerful races.

I like that conversion. I might use it. He basicly does what I would have done. Add advanced templates to anything weak and add a level to Named enemy npcs.


Hi

In KM to make my life very simple I give every monster max hp (i did try the 6 player wotsit but it just made more paperwork)

If your party is high in number and point buy,. it means there killing power is increased, so giving the monster more hps gives them a chance to do their one or two cool things monsters can do.
I found if you increase the killing power of monsters by adding advancements OR more of them etc it can really ruin the pcs days / campaign esp if the boost suddenly gives a npc access to X+1 rather than X level spells

I also made the monster adapt.

Our party is archer heavy so every cleric of gyronna out there equips windwall,

so many trolls have died the trolls now carry their own missiles for the inevtable entangle and similar

At 13th level the pcs now fly a lot, so the monsters adapt and learn new tactics

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