Vance and Kerenshara's Comprehensive Pathfinder 2e Kingdom Building Rule Analysis and Changes


Kingmaker Second Edition

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Hello everyone!

Kingmaker 2e is a massive tome and it took herculean effort to produce, most of it the work of one man, James Jacobs. So before anything else I want to give my heartfelt thanks to Paizo and James Jacobs for giving us this wonderful campaign!

The Kingmaker 2e Kingdom Building Rules, however, need some work. Paizo has admitted that there simply wasn’t the time or resources to playtest. The basic chassis of the system is sound but there are some issues that aren’t obvious without testing. Kerenshara and I have been testing these rules for months, doing simulations of kingdom building, including one sim to double digit levels.

We've created a Google DOC with all of the problems we've found, along with our solutions and reasoning.

You can find that doc here: Problem Analyis

We've also created a shorter doc with just our Rules Changes, you can find that here:Rules Changes

This post will server as a general thread to keep track of things, I'll also post threads for each major problem individually.

Major Problems:

Major Problem #1: The Math for non-invested skills breaks down at higher levels.

Major Problem #2: Insufficient Number of Useful Leadership Activities.

Major Problem #3: Most Kingdom Feats don’t work as written.

Major Problem #4: Kingdom XP is insufficient for proper progression.

Major Problem #5: Low Level Urban Grid Restrictions on the Capital.

In addition to the Major Problems we've found a few other areas where the rules needed clarification.

Please let me know your thoughts!

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Threads for all 5 Major Problems are now posted, I'd love to hear others' thoughts on our findings!


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Hey, Vance. ;-)

On the subject of Farmland at levels 1 and 2...

Because Influence is used for more than just deciding where one can build Farmland, I decided to amend farms instead of Influence. I was specifically going for a more historical, more realistic feel, by saying that farms must be *either* within a settlement's Influence radius, *or* else be adjacent to a settlement. This way, *every* village can be the hub for a new cluster of farms (just like in our own real world history).

On the subject of filling up one's capital too soon...

I like the idea of allowing the capital to expand from a village into a town before level 3. I'm not too sure about allowing more than that. Your idea of letting the capital exceed (by one size) all growth restrictions -- i.e. by letting it become a city (and even worse a metropolis) early -- that seems a bit too much, too soon to me.

Instead of one Size early, how about a number of levels early? That is, allowing expansion into a Town at level 1 is "two levels early" (from 3rd level down to 1st level). Similarly, we could allow the capital to expand into a City at level 7 (instead of 9), and again into a Metropolis at level 13 (instead of 15).

Thanks,
Franklin


On the issue of the math behind the skills and bonuses...

Can we not simply rename the bonus from Invested Leadership? If I call that bonus a "leadership bonus" it now has a unique category, one that will not overlap any other needed category of bonus.

Thanks,
Franklin

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FWCain wrote:


On the subject of Farmland at levels 1 and 2...

Because Influence is used for more than just deciding where one can build Farmland, I decided to amend farms instead of Influence. I was specifically going for a more historical, more realistic feel, by saying that farms must be *either* within a settlement's Influence radius, *or* else be adjacent to a settlement. This way, *every* village can be the hub for a new cluster of farms (just like in our own real world history).

That's a reasonable solution too.

FWCain wrote:


On the subject of filling up one's capital too soon...

I like the idea of allowing the capital to expand from a village into a town before level 3. I'm not too sure about allowing more than that. Your idea of letting the capital exceed (by one size) all growth restrictions -- i.e. by letting it become a city (and even worse a metropolis) early -- that seems a bit too much, too soon to me.

Instead of one Size early, how about a number of levels early? That is, allowing expansion into a Town at level 1 is "two levels early" (from 3rd level down to 1st level). Similarly, we could allow the capital to expand into a City at level 7 (instead of 9), and again into a Metropolis at level 13 (instead of 15).

Even with that change you'll wind up with a lot of turns where all the Capital's lots are full but you can't expand. The Capital can fill 16 lots long before Level 7.

With our changes a Kingdom will reach level 4 in roughly a year (12 turns) and then level every 6 months or so after that. So that'd be somewhere around 30 turns to level 7. Even if you fail a few structure builds that's easily a whole Year between when the Capital fills 16 lots and it reaches Level 7.

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FWCain wrote:

On the issue of the math behind the skills and bonuses...

Can we not simply rename the bonus from Invested Leadership? If I call that bonus a "leadership bonus" it now has a unique category, one that will not overlap any other needed category of bonus.

Thanks,
Franklin

Assuming this is in regards to the Status Bonus from Kingdom Feats.

You could do that but the results are the same either way.

I'd rather borrow language that already exists in PF2e than invent a whole new type of Bonus.


I might use the skill up every level idea. The Control DC is set way too high. Or I might lower the Control DC or set it differently for different activities. I don't want everything easy, but the skill ups are way too slow.


Deriven Firelion wrote:
I might use the skill up every level idea. The Control DC is set way too high. Or I might lower the Control DC or set it differently for different activities. I don't want everything easy, but the skill ups are way too slow.

The Control DC is high, but there's a number of ways to generate rerolls or equivalent bonuses to offset some of it. Reducing the DCs globally will have a vast ripple effect trivializing a lot of things. It's easier to generate a CONSISTENT Stats Bonus that a character couldn't depend on, but item bonuses are harder to get boosted. We considered tinkering with the DCs but it's easier to adjust the bonuses than mess with the whole system.

What is rough is the Unrest Penalty which has no equivalent for PCs.


I'm not terribly sure I care if I trivialize the kingdom building. I think the difficulty of some of this is absurd like having to be trained to a certain skill level to build buildings when you should be able to hire experts. The old system was enjoyable and not particularly difficult. I know James wanted to use the new PF2 math model for this system and he was working alone, but I don't believe it will harm my players' fun if the kingdom building is trivial. You can play this entire AP with the Kingdom in the background. I'm not sure players feel any more satisfied with kingdom building with difficulty levels so high.

And as you stated, Unrest makes a hard roll even more difficult. If you lower the DC, you can play with Unrest more without making the players feel desperate or disheartened from a series of bad rolls really hurting their kingdom.

I do want the Warfare between armies to be compelling and at least a little difficult. But the kingdom building itself, especially activities like Claim Hex I don't think should be too hard.

I'll see how it goes. I may set more of a DC list based on activity than a generic Control DC for the entire kingdom making easy activities like claiming an unoccupied Hex or creating a farmland after you've done it a dozen or more times.

I may have the Control DC primarily apply to events, so the kingdom can build unrest and not affect simple activities.

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What works for every table will be different.

Heck my own group wants to use Automatic leveling for the Kingdom!

There's going to be a lot of groups that will want to do Kingdom Building outside of Face to Face sessions and likely plenty that just use Kingdom in the background.

Our goal was simply to fix things enough so groups who do want to use the system as closely to written as possible can do so.

The Control DC is just using PF2e math though. The Size Bonus raises it but the Status bonuses a Kingdom gets makes it so you only need to roll 1 higher on the die compared to regular PF2e.

We think it's more fun to give the Kingdom more bonuses rather than change the Control DC.

If you do go with different DCs though let us know your DC chart!


Pathfinder Starfinder Roleplaying Game Subscriber

I know James Jacobs checks out these forums. Would love to know what he thinks of these changes.


I'm going to do the following rule change:

Kingdom Maintenance Cost will replace Control DC Modifier for Size: As a kingdom increases in Size, it grows more difficult and costlier to maintain. Roll a number of resource dice equal to the Control DC modifier and subtract that from your resource point total to pay for maintenance of infrastructure, farmland, work sites, and the like. If you cannot afford to pay the resource point cost of maintenance, your Unrest increases by 1 and one of your Ruins randomly determined increases by 1.

This should reduce the Control DC by quite a bit and still provide a sense of a larger kingdom being more costly to maintain. With a reduced Control DC, you can play with Unrest more without making the players feel a sense of hopelessness on the Kingdom rolls.

My players were really feeling the high DC checks making them feel like even claiming a Hex was a frustratingly difficult task due to a high DC and RNG.

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Is the Control DC Modifier just equal to the Size Modifier?
If so that would be losing at most 4 Resource Dice. At higher levels that's barely even a downside, you won't notice it at all.

Still I recommend you post the above in the thread specifically about the Math/High DCs.

That way anyone else who encounters the issue will be sure to see your ideas alongside ours.

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Snake0202 wrote:
I know James Jacobs checks out these forums. Would love to know what he thinks of these changes.

I'd love to know too!

But he's a very busy man and I don't expect him to spend too much time looking at our stuff.


VanceMadrox wrote:

Is the Control DC Modifier just equal to the Size Modifier?

If so that would be losing at most 4 Resource Dice. At higher levels that's barely even a downside, you won't notice it at all.

Still I recommend you post the above in the thread specifically about the Math/High DCs.

That way anyone else who encounters the issue will be sure to see your ideas alongside ours.

Yes. They will roll that number of resource dice, total them, subtract the points from their resource point roll.

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I've made a copy of Tomeric's Kingdom Sheet with our changes in place.

Since the Sheet is Tomeric's and not mine I don't want to post a public link but if you're interested send me a private message.


Love these changes, I dislike the reconnoiter activity since it takes away exploration and requires me to pre-plan all encounters.

I've added this one, which expects PCs to unlock new buildings. Y'all got any more ideas for new and useful Leadership Activities?

Research Building (Scholarship)
Downtime, Leadership

You try to figure out a new building's blueprint. Choose a building of your Kingdom's level or lower and attempt a Scholarship check against the building's level based DC.

Critical Success A significant shortcut allows you to construct your first building at half the RP cost. You gain the building's blueprint

Success You gain the building's blueprint

Failure You fail to receive the building's blueprint

Critical Failure Same as failure but additional utilities require the expenditure of 1d4 RP

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Reconnoiter Hex doesn't require you to pre-plan anything nor does it take away exploration.

The party is still free to explore hexes under the Hexploration system if they want to. Reconnoiter Hex just means there is a way to reconnoiter under the Kingdom building rules. Nothing forces the group to use it.

Personally I don't like the idea that at higher levels the Rulers of the Kingdom have to go out and explore hex # 127 themselves.

As for encounters, if the Hex doesn't already have one you can just roll for a Random Encounter when they choose to use reconnoiter Hex if you want to. When it comes to encounters it's no different than the party exploring a hex themselves.

Regarding your Research Building Action what do Blueprints do in this case?


VanceMadrox wrote:

I've made a copy of Tomeric's Kingdom Sheet with our changes in place.

Since the Sheet is Tomeric's and not mine I don't want to post a public link but if you're interested send me a private message.

Feel free to post a public link! The only thing I would like to request is to make sure that the README tab is clear that the sheet is for modified rules so people don't get confused.


Blueprints allow you to actually construct the building. With this change you don't get access to all buildings out of the box when you reach that Kingdom level allowing you to introduce them gradually.

BTW, there should probably be a limit of +4 for stacking Kingdom Feats and Invested Roles, since otherwise you end up with a +7 from Quick Recovery

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Much thanks to Tomeric!

Link to our updated Kingdom sheet:

https://docs.google.com/spreadsheets/d/1Ne_iTb_smjdqsiqR3zsgW9JvaF0o1TxDiTx OaRGaezA/edit?usp=sharing


VanceMadrox wrote:

Much thanks to Tomeric!

Link to our updated Kingdom sheet:

Hi, just commenting to say that the posted link to the updated kingdom sheet isn't working for me as of 2/27/23.

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Hmm I just tested in an incognito tab and a separate browser entirely and I can access it fine.

You'll only have View permission, you need to make your own copy if you want to Edit.

Let's try formatting is as a URL.

Kingdom Sheet


Great now it works!:)


Have you thought about changing the bonuses from feats into circumstance bonuses rather than status bonuses?

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We had that exact conversation!

Ultimately we wanted the Feats to matter more so chose to keep them as Status Bonuses that stack.

Making any status Bonus granted by a feat into circumstance bonuses instead shouldn't break anything.


This is great Vance, thank you very much for doing this and compiling it all. I just started running Kingmaker 2e recently, and was worried how I was going to run the Kingdom Management rules knowing full well going in that it is busted. I have nothing to add to your discussion, I simply wanted to acknowledge your efforts and let you know how I'm grateful I am for all the headaches you're helping me and all lurkers out there avoid.


So a bit further in and we've changed the following stuff

* Ruins and structures can be integrated into a settlement if they are in its influence area: some ruins are awfully close to suggested settlements and building yet another settlement doesn't really make sense

* As a Leadership Activity, if you have a Temple, you can remove curses from items using a successful Magic counteract check. Your counteract level is your (kingdom level / 2) rounded up (Using Kingdom Level instead of settlement level because settlements are stuck at a certain number of lots for a long time)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

One of the minor problems you mention in the document is that the system doesn't really provide any incentive to build additional settlements.

In the document you suggest that RP reasons might suffice to justify building further settlements. But for those who would like there to be a mechanical benefit as well, what options for introducing such an incentive have you considered?

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We didn't consider any for our basic rules as we wanted to add as little as possible.

For future expansion we're considering having more settlements reduce the effective size of the Kingdom for Size Penalty to DC.

(reducing the Kingdom size based on some formula related to Hexes that are in a settlement's Influence)


So we've run most of this homebrew until kingdom level 10 now (finished Fort Drelev) and there've been a couple of issues:

* 3 lumber, 4 ore, 3 stone per turn
* 40 hexes
* 6 settlements
* ~7 buildings that increase storage
* 9 Farmlands, 5 armies, still needing 12 farmlands to reach 0 consumption

Looking at what the book expects you to have (100 hexes) and what buildings start to cost around that level (8-12 lumber/stone) we've seem to have run into having too few region activities due to faster leveling.

Currently trying out a leadership activity that uses Boating once per turn to gain 1 (2 on a crit) additional region activities and planning for 2 more should we need it that use Exploration and Politics.

PS: apart from the region turn issue, the additional skill and ability score increases made the game too easy. The math seems to be more in line with the base system, but a lot of leadership activities deal with ruin and unrest. We had many turns where they did not know what to do after 6 activities.

A general observation: ruin RAW is never an issue. The threshold of 10 is wayyyyyy too high. I've heard of other GMs reducing it to 5 and only gaining a +1 through ruin resistance. Can't talk about the late game though.

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Love to hear about your experiences!

I honestly suspect things would still be too easy even without our skill increases.

The difference is with the base rules People will always use Skill Increases on the Skills that matter the most, leaving no room for increases to something like Folklore, even if the Kingdom wants to go in that direction.

I completely agree that even with the RAW rules unrest and ruin doesn't happen enough.

The homebrew rules we're working on will help with the action issues.


My bad, I was meaning "Skill Training" instead of "Skill Increases", but increases probably also contributed.

In general, most of the changes were positive I think and RAW would have never flown with my group. It just needs more region activities to account for the quicker leveling and more ways to accrue ruin and unrest, either through failing more checks or through outside means.

Apart from all of the above, I think the most important thing is making the rules fun, more so than balanced. And for fun to happen, you need to make strategy the important part. And for that, you need actions to compete with each other hard. There shouldn't be an obvious best way to play it and picking one choice over the other needs to feel difficult.

In my mind, I'm kinda imagining a worker placement system where each leader has a worker and special action. And similar to that, it should start simple and open up new actions as the game progresses (maybe through research tasks that eat a lot of resources?). The cooperative ones that I've played in that area all require completing goals before a timer runs out while being as greedy as possible.

The difficult part is balancing, which was handled for us in combat. So this system would need goals that can be achieved in a certain amount of time and a difficulty label.

Sorry for going off on a tangent :)

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No worries on tangents lol.
Our goal was always to make the rules work as best we could.
I agree they're not all that fun to begin with.
We're working on a set of homebrew modifications that so far look like they'll make things better.

Anyone who wants to help out is welcome to DM me for Discord information.


Vance and Kerenshara - your work is great!

My PCs have just been handed their charter at the start of Chapter 4 and will be creating their kingdom next week.

I'll be using your suggested changes.

A few questions:

  • 1. Have you created a consolidated document that includes your changes as well as the other rules that have not been changed? I.e. an all-in-one resource to run Kingdom Building as per your changes?
  • 2. Do you have a document of your additional homebrew designs that you are willing to share?

Thanks again for your work. I'm actually looking forward to the kingdom building now!

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Hey there!

We don't have a doc of our changes consolidated with the rules we didn't change.

We haven't fully finalized our homebrew stuff yet but whenever we actually do we'll create a document.


Thank you Vance : my players started their kingdom last week et I noticed almost all problems you described. I'll read carefully your solutions to fix this before we really begin the kingdom development.


New question regarding the new activity Reconnoiter Hex - is this meant to be a Leadership Activity? Or Region Activity?

Seems better served as a Leadership Activity as Region Activities are already packed with too many good options (or almost mandatory ones like Claim Hex). If's it's a Region Activity, I don't really seen it being used, which is unfortunate as I love the idea of it.

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It's meant to be a Leadership Activity


Just to confirm, have there been any new updates in regards to the homebrew adjustments that Vance mentioned back in March?

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We've basically finished them but I haven't collected them into a formal doc to share, they're all just sitting in my head and discord server at the moment.

My own game is on a bit of a hiatus so my attention has been elsewhere.


VanceMadrox wrote:

We've basically finished them but I haven't collected them into a formal doc to share, they're all just sitting in my head and discord server at the moment.

My own game is on a bit of a hiatus so my attention has been elsewhere.

No worries! I just wanted to make sure that it wasn't posted somewhere that I missed, since my group has just dealt with the Stag Lord. Whenever you do get around to compiling it, I look forward to taking it in and making for use of it. Either way, thanks for all the with that you and Kerenshara have put in and happy holidays!


Any news on the formal homebrew changes Kerenshara teased on Reddit? My group's waiting to dive back into the kingdom mechanics until we have your guys' changes in our hands. We love the idea of running the kingdom mechanically, but it's, well, yeah. A slog, is the best way to put it.

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I'm actively in progress typing everything up in Google Docs.

If you're on discord and want a preview send me a direct message and I'll add you to my server.


Pathfinder Roleplaying Game Superscriber

Cool. I'm looking at using these, too. We won't be starting till after we finish Season of Ghosts (painfully slow), but I intend to spend a ton of time on this up front.


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This ia cool stuff!. Would like to read a this finalised. We are about to start a new KM campain

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