Kingmaker low magic setting.


Kingmaker

Liberty's Edge

I'm prepping to run kingmaker, finally and from some suggestions I've read on here I'm going to be doing it low magic style, using some rules I've found on here to take care of any imbalances on character power level, but I wanted to know how bad this would affect the bp's later on in the game.


You'll definitely want to do something to change the magic item economy then, and play up things like trade and the exploitation of raw resources.

I recommend having multiple "farm" types - at least one for each terrain - and allow for a positive consumption to count as "trade". You'll need to do something to curb abuse of this though. I use a Trade Edict that has several levels, with each incurring a larger penalty to Stability due to an increased number of people traveling your roads and rivers. Note that I haven't tested this at its higher levels, but it is working well for my players' small barony (17 hexes).

Trade Edict

Edict Level____Resources Converted_______Stability Penalty
None___________0_________________________0
Low____________0-6_______________________2
Moderate________0-12______________________4
High____________0-24______________________8
Exorbitant________0-48______________________16

You can also do something as simple as change the number you divide the economy check by to allow for more or less BP's to be generated.


I'm doing most of the above. The tax levels determine the number to divide the economy roll by (from 6 for no taxation to 2 for overwhelming) but I'm adding unrest as well as the loyalty penalty at the overwhelming level. And I've introduced logging camps and quarries/mines in addition to farms, both of which add to the economy, and which will also allow them to get a bonus from resources that aren't otherwise worth putting a city on.

I'm allowing for negative consumption, but only up to the number of granaries they build (they can make a profit from having a surplus, but only if they have somewhere to store it).

As I'm not going for a low-magic setting, I'm keeping the magic item lists so that the players can see what's available locally. Anything apart from basic potions/scrolls/wands that isn't on the list will have to be commissioned or ordered from neighbouring lands (not necessarily Brevoy, a lot of their trade will be with Mivon). Since it will be easy to commission items, though, I've advised them not to waste feats on crafting.


Low magic, in my fey-filled realm?

Sorry bro, I don't see this making sense.


Greetings, fellow travellers.

I'm away from books, so sorry if my understanding of the rules is a little hazy, but couldn't you just say what would be normally generated in BP by magic items and their sales is done by the trade these buildings generate with Pitax/Mivon/Brevoy/Rostland/Issia/RoW and be done with it? With the same checks and rolls (and results) as "normally" asked for?

Concerning the low magic setting in general I do not see any problems here. The fey are not allies to the PCs per se, so why would their "magic level" affect the PCs?

Also, as far as I understood, the OP wants to limit the magic item economy as represented by the Kingdom building rules; thus I'd assume that the PCs crafting magic items for personal use is still gonna happen. IMO, this is (independent on the campaign) needed for any group to keep at pace with monster abilities at higher levels.

Ruyan.

Liberty's Edge

Exactly, I tend to use fewer items that tend to scale in level with the pcs. I just want to get away from the magic Mart and Xmas tree of items. Normal aps this isn't an issue for me. I'm just trying to figure out a way to replace the city generates more magic items then santa has toys effect :)


Let us know what you finally used/came up with. I'd be very interested!

Ruyan.


I discovered this little gem a while back and bookmarked it (It may have been on these boards, I'm not certain):

Random Magic Item Generator

Using this, I simply generate items once things get purchased and voila - no more shopping list/magic mart/xmas tree of items.

I've made it abundantly clear to my players that they will not be finding magic loot all over the place, and that because of the scale of time allowed in the adventures, they will have abundant time to create items on their own. Thusfar, it's worked out very differently that what a lot of us are used to, but better for everyone at the table.

If the players cannot make an item themselves (due to spell restrictions, ect), I've also built in a way for them to hire someone to make the item for them at an increased cost - usually 20-80% more than listed price, depending on how they interact/RP with the potential maker.

I'm also placing in quasi artifact/legendary items tailored for each player that will grow with them, if they are willing to unlock the special qualities. Each of these things have a price, however each price brings significant boons.


Using the generator aswel, but after a while it's just "Meh, don't care, sell it."

I mean, they are almost kings, so they custom order what they want :D


Rickmeister wrote:
I mean, they are almost kings, so they custom order what they want :D

...and if that's the case, then the best craftsmen in the region should be charging exorbitant prices for their wares. After all, these kings are rolling in the gold they've earned off the countless backs of the peasants, right? At least thats what Grigor seems to be sharing with the common folk...

Give 'em a 150% price hike for the thrice blessed slippers of spider climb imported from Absolom, made with real mwangi phase-spider silk and crafted with lost spells from the ruins of Khazak the Mighty discovered in forgotten Geb.


@ Jabberwonky
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Love it!!

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