Camps


Pathfinder Online

Goblin Squad Member

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I was watching an episode of Falling Skies, particularly during a scene where the group had left the city, were on the run, and were setting up their camp. It made me wonder what other kinds of camps might we have besides harvesting camps? If given the raw materials and skills necessary, could other temporary camps be erected outside a settlement, especially if someone with the various "building" skills was present (perhaps your settlement has been sacked, but your architect is with your fleeing band and can still put his knowledge to work).

1. Wilderness Camp

As in several other games, your basic camp fire for cooking and perhaps spell acquisition, possible rest bonus, etc. If the camp maker or even a party member with refining skills for hides is present, could a temporary leather refining "station" be erected? Thinking of the movie "Jeremiah Johnson", stretching and cleaning hides would be something easily done in such a camp.

2. Siege Camp

During the siege of a settlement, could there be a military headquarters set up by those with leadership skills. These might provide a boost to morale and allow siege engines to be built on-site.

3. Field Hospital

Especially during sieges, this camp might allow the healing of critical hit debuffs or maybe allow clerics to somehow combine their healing efforts. I'd be tempted to suggest that it could be a temporary soul bind point, but that would only draw out battles with revolving door respawning.

4. Mage/Sorcerer/Witch Camp

A camp with appropriate circles/symbols of power etched upon the ground and other various mystical doodads. These could allow those of the same calling to combine their skills while out in the field...performing group rituals, summoning, what have you.

5. Entrenchment

Given the resources to "dig in", the establishment of this type of camp would create a small, defensible position surrounded by temporary trenches, those snappy sharpened stakes for stopping cavalry, etc. This could add to a group's defense (cover and concealment) and possible saving throws from certain spells. This would not be an instantaneously triggered camp (would definitely take time to erect), would cost more resources than other camps, and require more specialized skills to construct, but it could be an interesting addition to warfare.

5. Merchant Camp

Though mainly a RP function, a welcoming tent and campfire might mark the location of a traveling merchant(s) who are looking to sell or barter with the goods they are carrying. For those daring enough, it might be a way for unaffiliated merchants to find trade outside the confines of any particular settlement. It could also be the base for enterprising merchants to set up a temporary trading post out in the wild where harvesters and adventurers could stop in to buy needed goods (perhaps having just been killed and stripped of all their consumables).

I could keep going, but I'm interested in what others think. Besides the potential bonuses or utilities of such camps, I think they add a desired RP flavor to the game. None of them would be permanent changes to the landscape in the same way as settlements or points of interest, but rather a temporary, overlaying animation that would disappear when "broken down" by the owner or when its timer expired.

As an aside, I know there are bandit camps/hideouts in the works, but I'm curious if only bandits can make them (and further curious about what skill their construction will be attached to). Some variation of these would seem very useful as a nomad/refugee camp.

Goblin Squad Member

I would add to this list:

Raiding Camp: Barbarians

Bandit Camp / Hideout (which you do mention)

Hunting Camp: Rangers or Common Hunters

Mining / Gathering Camp

Druid Enclave (camp)

Camps were done quite well in SWG and I hope they are done equally in PFO. Since it is likely there will not be mounts for some time after EE, these camps will (sometimes) be safe havens in the vast wilderness.

Goblin Squad Member

Bludd,

Care to flesh out what you think each of those would do for you (minus the ones we already know, like Bandit and Gathering)?

Goblin Squad Member

Giving this idea some thought, I'm wondering how such camps would be erected/unpacked.

1. No skill required for set-up

Something like the merchant camp (especially since it gives no bonuses and is primarily cosmetic) could be crafted, packed up into a kit, and unpacked by anyone. These might be crafted by tailors (the tents being mostly cloth, though the tailor might need to acquire the wooden posts and metal spikes) and sold to anyone. No specific skill would be required to set them up.

2. Skill specific for set-up

A camp like the Mage/Sorcerer/Witch camp would need to be set up by a character with the correct skill, in that the arrangement of items, the drawing of symbols, etc. would be skill specific. The camp kit itself, however, could be crafted by a person who doesn't have that skill. For instance, it takes a skilled mage to correctly draw the pentacle found in the camp, but the chalk and candles for it require only the proper crafting skills to fashion those items for the kit.

3. Skill specific to make

Something like the wilderness camp might require specific skills to actually make/craft the camp "in-the-field", such as a survival skill. Knowing how to quickly find and build the lean-to, fire up the campfire, etc. takes specific skills, not just to unpack the kit but to create it. I wouldn't expect to find this kind of camp in kit form for purchase on the AH. Rather, it would be something that utilizing the correct skill would cause to be created, though you might need some particular tools (flint and tinder, for example).

Goblin Squad Member

I think camps, regardless of the type, should require some skill in setting them up. Even a hunter setting up tree stand, needs to have some knowledge of how to set it up and what is the best way to use it.

I like the idea of needing various crafters / crafted items to put together the camp kit. Camp kits should also need to be repaired or have components replaced over time. Perhaps the easiest way to handle that if for a camp kit to have a number of charges, before it must be replaced.

Goblin Squad Member

Actually, I was thinking they would be a one-time shot, thus promoting more crafting and trade to acquire them.

What I like about even the strictly cosmetic camps like the merchant or trading camp is that it allows people to place a short term, personal RP stamp on the world, even if only a relatively tiny spot. By having a little personalized space, it attracts attention, invites player interaction, and promotes more RP.

Goblin Squad Member

Id strongly prefer that there be skill involved in setting them up. Setting up a bedroll for the night may not be difficult, but understanding how to set up a camp so that it provides proper shelter/benefits is not so simple.

The benefits each camp provides should be linked to the skill in question as well.

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