Kingmaker Ultimate Exploration


Kingmaker


Tried using the new exploration rules for my new Kingmaker campaign. Did not find them a good fit. They are too abstract.

What's your take on this? Keep the old hexploration rules?

Thanks for your input!


When you say "new exploration rules" are you talking about the revised Kingdom Building rules from the Ultimate Campaign source book? Or maybe the exploration rules in the Ultimate Wilderness book? And the "old hexploration rules" would be the rules first introduced in the Kingmaker AP?

(I don't even recall if there is a difference between the UE and the KM exploration rules like there is between the actual kingdom building rules.)

Or are you referring to the Kingmaker AP rules as the new rules, and some older rule set as the old rules?

In either case, I think it would be helpful if you could give more context around what's too abstract. What sort of detail is missing from the rules? Because between the UE and the KM rules, I think they're both fine for what they do. Too much specificity could drag it down.


Oh! I was assuming P0L was talking about the Exploration Rules in the PF2 Playtest. (Which I haven't read through yet).


By Old rules I meant the original Kingmaker exploration rules and any expansion in the Ultimate Campaign book.

By new rules, I meant the Ultimate Wilderness rules that seem to be useful for more abstract exploration.

Thanks!


Looking through the rules in Ultimate Wilderness I'd suggest sticking with the exploration rules presented in Kingmaker. Exploration is one of the more tedious things in the AP and my group was quite glad when they started being able to send flunkies to do it for them.


Once you get past the middle of RRR, I suggest making available the Exploration Edicts from Ultimate Campaign. That way, your players can run the kingdom and concentrate on important plotlines while their minions take care of routine encounters when expanding the kingdom.

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