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Problem Analysis #3:
Kingdom feats as written don't actually work. RAW, a status bonus granted by a feat won’t actually do ANYTHING! A kingdom already has a status bonus to everything and status bonuses don't stack. Beyond that there's a few feats that are very good while the rest are barely worth taking. This doesn't result in a lot of fun meaningful choice when choosing a Kingdom feat.

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Solution 2: Fixing an Over Powered Feat:
Cooperative Leadership, Insider Trading, Skill Training, and especially Practical Magic are way better than all of the other feats. Skill Training is just plain necessary and shouldn't be messed with. Cooperative Leadership and Insider Training are strong but don't feel actually overpowered.
Practical Magic is flat out brokenly good though and NEEDS to be nerfed. It gives 3 things, a +1 to a skill, replacing one skill entirely, and reducing the RP cost of a leadership activity. It's the only feat that gives +1 to an entire skill but by itself that just makes it a really strong feat. Many other feats give the same +1 to a specific action or a few actions, this is just a more broad bonus.The reduced cost to Hire Adventurers is fine. The problem is allowing Magic to replace Engineering. By design Pathfinder 2e doesn't allow Magic to eliminate the use of skills. The Knock spell doesn't eliminate the need for Thievery checks. Invisibility doesn't outright negate the need for Stealth. Allowing Magic to flat out replace Engineering breaks one of Pathfinder 2e's core design principles. To fix this, change the text “and you can use Magic checks in place of Engineering checks.” to “and if you have Expert Magic you gain a +1 circumstance bonus to Engineering checks. If you have Master Magic, this bonus increases to +2.”

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Solution 3: Making other feats more useful:
While we would like other feats to be more useful we didn’t really have a great idea on how to do that beyond making sure the bonuses actually worked. As long as the status bonuses actually work as intended there’s at least a situation where each feat would be considered.

IcedMik |
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Inspiring Entertainment doesn't work as written, to my understanding? The status bonus does, but the previous sentence "When you check for Unrest during the Upkeep phase" implies there's a Loyalty-based check to be rolled during that phase, but I can't find that in the rules.
I don't know what the solution would be other than to just ignore that, but I wanted to see your thoughts if I've missed something

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I think the intent was that there might be Kingdom Events that could cause checks related to unrest there. I didn't find any events that actually do that though.
I wouldn't worry too much. a +2 Status Bonus to Culture checks when you have at least 1 Unrest is still useful as long as you're allowing status bonuses from feats to stack with leadership.

n8_fi |
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Solution 4: New Kingdom Feats:
Kingdom feats are lackluster and it would be great if there were more. We really tried to just fix what we had rather than homebrew many new things. New Kingdom feats is a great area for GMs to add content but we chose not to do so here.
I'm working on a "remaster" of sorts for the kingdom rules as my group is playing through the first few chapters, and I'm wondering if you or anyone else has posted any new kingdom feat ideas? Even just vague ideas like "what if Intrigue could be used for diplomatic relations" would be useful, as I'm strapped for inspiration at the moment lol.
And of course, thanks for being a fair and solid voice in fixing up the kingdom rules!