Kingmaker Building Item Slots Question


Homebrew and House Rules


I have started running a Kingmaker AP campaign and have gone over the rules for building towns and want to gather input on the purpose of item slots. From what I can tell there is not much reason for the player to use item slots. They do not get a discount on purchasing, the items are random and therefore likely not what they were looking for, its difficult to cycle new items at a rapid speed, and they could just go buy the items in town regularly instead. Does anyone have any feedback on how this portion of the economy is supposed to work?


It's to represent the small number of items settlements have over that settlements base value, so that the kingdom rules can actually match the existing settlement rules.

Otherwise, it's just a way to possibly purchase an item which "might" be useful for your party or for a settlement, but would otherwise be too expensive.


Milo v3 wrote:

It's to represent the small number of items settlements have over that settlements base value, so that the kingdom rules can actually match the existing settlement rules.

Otherwise, it's just a way to possibly purchase an item which "might" be useful for your party or for a settlement, but would otherwise be too expensive.

What I see happening is all the slots get filled up with random things of marginal value and then just sit there full and that is the end of that. Seems like a missed opportunity.


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Krunk CN wrote:
What I see happening is all the slots get filled up with random things of marginal value and then just sit there full and that is the end of that. Seems like a missed opportunity.

The idea is that the PCs can't go anywhere else to shop. When I played in Kingdom Maker, those were the only items avaliable, so if we didn't like what had been rolled, we had to buy it anyway just to free up new slots.

Usually, this meant us buying lots and lots of scrolls, since they are both the most common loot roll and cheapest to buy with regular gold.

The result was actually kinda neat. While the enemies reliably dropped the Big Six, the shops rarely had them, so the party had lots of very strange items on them by the end. As a player, I didn't mind the mechanic at all - while it could be frustrating to roll a particularly s~!+ty item, it made it all the more exciting to open up a new set of item slots. Much of our town construction was based on improving what items we could get. It became part of the strategy of the game.

So yeah, having been a player in a game where we could only buy from those item slot and nowhere else, I recommend that being the rule. Don't let the PCs shop elsewhere - it makes the game more fun and unique.

Plus, when the PCs finally get to a metropolis where they can shop for basically anything (in the 5th adventure), it feels more special if they haven't had that option previously. At that point, the game shifts away from city building towards army building anyway, so the novelty doesn't matter at that point.


Per the rules there is a 75% chance to find an item that is of a valid value. So you guys prob didn't need to do that. That is somewhat my point, i see a bunch of scrolls showing up and then the player saying well ill never buy that ill just roll my 75% chance and see if I get what I want. Same price either way.

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