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TheDailyLunatic |
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Pretty sure the rules assume the GM will prevent such things. Ultimate Campaign even has an example of players building too many graveyards I think.
I dig that. Still... a stacking +2 blanket Disguise/Diplomacy bonus throughout an entire city (which is assuming, contrary to RAW, that it doesn't apply to the entire kingdom) is kind of insane, neh? Where's the limit?
Even large kingdoms in Avistan have 3-5 major neighbors, but in the River Kingdoms there are a couple dozen fiefdoms. That's a LOT of possible embassies.
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Kirk |
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I just noticed that the Office stats do not have an earnings section. It seems wrong to me. Was that intentional or a mistake?
Our group has just begun using the Downtime rules so I've been trying to get a few things straight in my head.
The above was the first questions that I too had come up with.
Wouldn't an Office generate a bit of some sort of income when staffed by makeweights, or maybe give a bonus when teams like Bureaucrats or Sages work from it? Sort of like how Craftspeople might work out of an Artisan's Workshop, Forge, Leather Workshop or Printer. All of those can generate Capital on their own or let skilled workers work. Mind you, they're all about three times what an office costs and have room for three people. So perhaps only a third of income? Have an income kick in when you build them in clusters?
Second oddity;
While both can produce gold, Bedrooms can also produce Influence while Bunks can produce Labor. Lodgings however, can only produce gold. Was that intentional?
Thirdly;
Scriptorium is the only room I can find that lists each type of capital as possible earnings, rather than just say "Capital +5".
Lastly;
Lackeys are the only team which don't include gold as something that they can earn you. Are you saying that all maids steal? Perhaps Bluff and Slight of Hand should be added to their skills known and let them upgrade to Robbers. =)
My search-fu is very weak. I've spent hours just trying to find if these questions were asked and where the freakin' errata might lurk! I am far from convinced that I've found anything like half the information and apologize in advance if I'm now in the wrong spot, saying the wrong things, or in the wrong fashion.
I'm just an analog man in a digital world.
Thank you for your time,
~ Kirk
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default |
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1. Office provides a workplace appropriate for that kind of work. Without such a place, you halve your results.
2. Lodgings provide typical traveller accomodations. Bedrooms are generally nicer/more private, such as you would use for a brothel, (or simply seducing influential people yourselves, or just showing off an opulent bedroom!) Bunks are suitable for live-in workers, such as a team of soldiers or lumberjacks, who perform 'labor' tasks.
3. The only advantage I see here is the ability to produce any kind of capital beyond what the building can already produce, i.e. a building that otherwise only has gold or labor could add a scriptorium to generate magic or goods.
4. Lackeys generally don't partake jobs that generate money-they are used for busywork and impressing guests.
These are the best explanations I can come up with.
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Kirk |
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1. Office provides a workplace appropriate for that kind of work. Without such a place, you halve your results.
2. Lodgings provide typical traveller accomodations. Bedrooms are generally nicer/more private, such as you would use for a brothel, (or simply seducing influential people yourselves, or just showing off an opulent bedroom!) Bunks are suitable for live-in workers, such as a team of soldiers or lumberjacks, who perform 'labor' tasks.
3. The only advantage I see here is the ability to produce any kind of capital beyond what the building can already produce, i.e. a building that otherwise only has gold or labor could add a scriptorium to generate magic or goods.
4. Lackeys generally don't partake jobs that generate money-they are used for busywork and impressing guests.
These are the best explanations I can come up with.
To be frank, I was hoping for something more along the lines of 'this was answered here' or 'that was an oversight' or 'this was on purpose' rather than general speculation about possible justifications.
1) There are a couple of rooms that I could see paper shufflers working out of. My thought was that the lack of Earnings on Offices was errata fodder.
Again, the Artisan's Workshop reads in part, "This specialists's workshop provides... for a particular art form, such as glassworking, gemcutting, or sculpting." This seems like the sort of place that you would want qualified Craftspeople working out of, rather than totally unskilled slobs. But the building produces at +10 on it's own. Craftspeople are +4. I'm sure that they require the workshop to avoid the 50% earnings.
2) Lodgings are nicer bunks. Small private rooms. You have them at quality Inns and Military Academy's. Can I not provide more than "flophouse" style housing for my employees without them then refusing to contribute to Labour?
3) Under Earnings, Pg. 92 reads, "If the room or team's Earnings entry says "capital" and a number, it can contribute a bonus on the building's or organizations's skilled work check for any type of capital (gp, Goods, Influence, Labor, or Magic). If the Earnings entry lists specific types of capital, it can contribute... only for capital of those types."
All the other rooms and teams follow this. Hence; errata.
4) Every other team can generate gold for you. Every other one. This includes troops, sailors, acolytes and cutpurses. Are Robbers and Cutpurses more honest about sharing their earnings? Your typical Lackey is a highly skilled individual. And if totally unskilled Laborers can earn gold, why shouldn't they? Think of them as the staff at an Inn or restaurant. Service personnel without whom the service industry is a lot more like the DMV.
But this is all idle speculation on my part. Maybe I enjoy the debate too much. Sorry to ramble. =)
~ Kirk
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Chemlak |
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Strictly speaking those aren't errata (except the scriptorium): can I suggest creating a thread to discuss it? It helps to keep this thread to "this is clearly a mistake" issues.
(I have stuff to say on the topic, but don't want to clutter this thread more than it already is.)
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Janack42 |
Another thing I found that's an error in Ultimate Campaign was in the Kingdom Making section.
Then we have the Trade Route Optional Rules for Kingdoms which is a pain in the ass to figure out but here's my problem.
snipet:
DC= Control DC + your settlements Corruption+ the RM+ the LM - Your settlements Productivty.So we have TRL (trade route length) divide it by 10 to get RM (route Modifier.
Then we subtract the TRL from your Kingdom Size to get LM (length modifier)
So lets do some math lets see say this formula.
DC= 65 + 5+ the RM+ the LM - 5 (Kingdom Size is 60)
But lets use two different length. Lets have a TRL of 50 and 5.
80= 65 + 5+ the 5+ the 10- 5 (TRL 50)
121= 65 + 5+ the 1+ the 55- 5 (TRL 5)
And I didn't even get into the theory crafting for faster hexs and what not since it really doesn't matter with all things taken equal. It's easier to do a Trade Route 50 hexs away aka about 600 miles then the 60 miles away. Even though it says under the rules that shorter routes are easier. Then again maybe I'm reading it wrong, but I've read it over 3 times along with friends and we all seem to come to that conclusion.
Sorry to necro this, still waiting to hear from a dev on this.
As far as I can tell the actual formula should be as follow:
DC = C + Sc + (T / 10) + (T - S) - P
Where:
C = Control DC
Sc = Settlements Corruption
T = Trade Route Length
S = Kingdom Size
P = Settlements Productivity
(T / 10) rounded down to nearest whole number
(T - S) can not be less then zero
Also, question on the established trade route. "An established trade route provides its benefits for 1 year."
This is a single sentence paragraph, does this paragraph apply to the payout totals from the above section or does it apply to the section below regarding four types of trade.
I have a player arguing for it only applying to the section below the paragraph and not to apply to the section above as it would break the game. The BP earned per month off of a 200 investment is around 240 (expected value). Multiply that by 12 and you 2880 BP, a 1440% profit! That is broken. Also if you were to have the full Foreign Quarter bonus of 100% to trade you would double that profit to 2880% or 5760 BP, again broken. Granted this is making the assumption that your PCs will pass all three checks. This breaks the game and gives a kingdom size 56 a boost to their BP and allows them to spend more than their kingdom should be spending.
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Chemlak |
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Not going to touch the trade route DC problem: that's been exhaustively discussed elsewhere.
For the "benefits for 1 year" thing: the treasury increase happens once, the economy and fame boosts last for 1 year, and the benefits provided by the type of trade route last for 1 year.
You're right that it's not clear, and that allowing the treasury increase to happen every month for a year would be insanely broken.
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alexd1976 |
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So I'll go ahead and say that because this is a book that introduces a lot of new ideas and rules, this thread likely won't get very big. Probably even smaller than the GMG errata thread, which had stat blocks.
Nevertheless...
Pg. 58 - Magic traits
Storm-Touched trait says "you gain DR 1/- against creatures and attacks with the electricity type."
Unlike the other [blank]-type traits introduced in this section, there is no such thing as an electricity subtype. Air would be the closest thing, but there's already an Air-Touched trait.
EDIT: It's likely this trait was never meant to be, as there's no such thing as an Acid-Touched or Cold-Touched trait.
It's not broken, they might introduce creatures with the electricity subtype.
Meanwhile, it subtracts a point from all electrical damage.
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FWCain |
(I originally posted this message in a separate thread -- https://paizo.com/threads/rzs42l2e?extra-Granary-in-same-Settlement-UltCamp -- before I discovered this dedicated thread.)
In Ultimate Campaign's rules on building a settlement, the Granary's entry mentions that you can store surplus food (i.e. excess reduction of Consumption) for use in later turns, up to a max. of five BP saved.
Is that max. PER GRANARY? Or is it PER SETTLEMENT?
The precise wording is ambiguous -- it could be interpreted either way, as I see it. I would presume this is per Granary (as this makes the most sense, from a logical, thematic, and in-character point-of-view), but I wanted to ask, to get a second opinion...
Thanks!
Franklin
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(I originally posted this message in a separate thread -- https://paizo.com/threads/rzs42l2e?extra-Granary-in-same-Settlement-UltCamp -- before I discovered this dedicated thread.)
In Ultimate Campaign's rules on building a settlement, the Granary's entry mentions that you can store surplus food (i.e. excess reduction of Consumption) for use in later turns, up to a max. of five BP saved.
Is that max. PER GRANARY? Or is it PER SETTLEMENT?
The precise wording is ambiguous -- it could be interpreted either way, as I see it. I would presume this is per Granary (as this makes the most sense, from a logical, thematic, and in-character point-of-view), but I wanted to ask, to get a second opinion...
Thanks!
Franklin
Truthfully I haven't used the settlement building rules yet in a game so I'm not 100% confident in my understanding of them, but my guess would be per granary as you mentioned, as it makes the most sense.
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Pg. 194 - Available classes for young characters
In the Creating Young Characters section, the 4th paragraph details the available classes for young characters, saying:
"A young character does not have access to the same classes as adult characters."
This rule seems to have been ignored in later books, with a number of archetypes introduced that either seemed themed around young characters or, in the case of magical child, say outright "no matter their age." These include:
- Feral child for the druid class.
- Magical child for the vigilante class.
- Wild child for the brawler class.
Possibly more. Also, in case the counter argument here is that this is just flavor text and such characters should still be at least adult age, I'll point out that Yoon, the iconic kineticist, also has young stats.