| ivan913 |
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One thing I'm not in love with about the Kingdom Management is how any PC can fill any leadership role with no regard to the talents of the PC. I've seen other guides on these forums for fixing the Kingdom Managements underlying math and mechanics, making them playable.
The real problem I see is that the Kingdom Management creates unique effects on the player characters and the rest of the game, but the player characters don't have a unique effect on the Kingdom Management. It's essentially just the players playing a boardgame, and not their characters managing a kingdom.
Has anyone thought of any homebrew that allows characters' ability scores to impact the game more? The following is a rough idea of what I might want to try that I wouldn't mind some feedback on.
My tentative idea is mapping charisma, wisdom, and intelligence to Culture, Economy, and Loyalty to Charisma, Intelligence, and Wisdom, respectfully. Stability could be a second Charisma based skill, reflecting how important charisma is in leadership. An alternative is having 2 options of PC ability score mapping for each kingdom ability score. Such as either Charisma or Wisdom be an option for Culture.
After figuring that out, have the PCs' personal ability scores replace the Charter, Heartland and Government ability boosts. The Charters would have a "lesser" feat that the Kingdom receives instead (probably homebrewed and focused on flavor). Government types would continue offering skill proficiencies and bonus feats, just without ability boosts. I'm sort of stumped what alternative effects could be used for heartland. I could just ignore it. Honestly, I could just ignore all of it except for Government type.
Under this system, with a party of four, you could potentially have a kingdom that has 18 in every score to start, which is definitely a boost from the regular rules. But on the flip side, you can have a party with 12 or 10 in every skill, depending on the party composition. My group is going to have 2 members with charisma as a main stat, 1 with wisdom as a main stat, and nobody with any points in intelligence. So it would be roughly balanced with the original rules, but your mileage might vary.
Anyway, that was just a rough idea of what I'm thinking about and I want to know if anyone else has any thoughts on how I might improve on these mechanics, or if anybody has any better ideas than this.
VanceMadrox
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Having the Kingdom be independent from Character stats was a specific design goal in this case.
I think it works better as is, this way any character can be any Leadership role they want, no requirements.
If you did want Character stats to matter there's two ways to do it.
1) Simply make Character stats a Pre-Req for Leadership Roles.
You could this via either ability Scores like the 1e Kingdom Building rules or based on Character Skills. ex, To be Magister you must be an Expert in Arcana, Nature, Religion, or Occultism.
2) Have Character Stats gives bonuses to the Kingdom.
I don't personally like this as messing with Pathfinder 2e math shouldn't be done lightly. I would definitely NOT have the Characters' Ability Scores replace the Kingdom's. If you did want this I would actually make it skill based instead of Ability score based. Map regular skills to Kingdom skills and offer small Circumstance Bonuses this way.
EX: If the Magister is a PC and is Master or above at Arcana, Nature, Religion, or Occultism they get a +1 Circumstance Bonus to all Magic Kingdom Skill checks they personally roll. Increase the Bonus to +2 if they're Legendary.
| ivan913 |
I would definitely NOT have the Characters' Ability Scores replace the Kingdom's.
Why would you definitely not do that? While I can see giving a flat bonus out of nowhere messing up the math by making the kingdom too strong in one ability score, depending on your party's composition you would get roughly the same distribution if you just had the characters' scores be the Kingdom's. At the very least, it would be within the same possible range of scores, as opposed to a floating +1 taking it out of that range.
With that said, if I had to choose between your suggestions, number 2 seems preferable. Option 1 seems to just be a barrier to entry, as opposed actually having their abilities impact their roles.
Thanks for your input either way! :)
VanceMadrox
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VanceMadrox wrote:I would definitely NOT have the Characters' Ability Scores replace the Kingdom's.Why would you definitely not do that? While I can see giving a flat bonus out of nowhere messing up the math by making the kingdom too strong in one ability score, depending on your party's composition you would get roughly the same distribution if you just had the characters' scores be the Kingdom's. At the very least, it would be within the same poss
A few reasons.
1) It limits the PCs and can make the players feel bad about playing the characters they want to play. Using the example of your party above, two of them have High CHA, one has high WIS and no one has INT. That means there's one PC that doesn't have a high score in any mental ability. This player still deserves a Leadership role but is likely to feel bad about their character since not having a high mental stat actively hurts the Kingdom. It discourages anyone from playing pure Martial characters. Each PC should be able to contribute equally to Kingdom ruling.
2) It doesn't work for groups of more than 4. While you may only have 4 players a lot of groups will have more.
3) It breaks the math a lot more than you think. While no individual score will break the ceiling, having all 4 Ability Scores at 16-18 is way higher than the system intends. 4 18s is 16 Ability Boosts to start! Even with our fixes, a Kingdom only gets 8 Ability Boosts. On the other side, if a party doesn't have PCs with high scores in the mental attributes the Kingdom could be worse off than baseline. It's just too rife for abuse and messes with the math a lot more than you realize.
4) Paizo purposefully removed play stats affecting the Kingdom and while they may not have playtested the 2e Kingdom building rules, I trust their insight.
VanceMadrox
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With that said, if I had to choose between your suggestions, number 2 seems preferable. Option 1 seems to just be a barrier to entry, as opposed actually having their abilities impact their roles.
Thanks for your input either way! :)
That's fine. If I were to implement this myself I think I'd make it that being Expert in a corresponding skill gives the PC a +1 Circumstance Bonus to checks they make with that skill and being Legendary increases it to +2.
You'd have to allow each Kingdom skill to be affected by multiple regular PF2e skills but I'm sure a workable chart there could be made.
| FWCain |
Since only the highest bonus within a category can be used, you could actually combine these various options. For example...
If the PC had a +1 stat bonus in a relevant attribute (such as Charisma for any position, really), he gets a +1 Circumstantial bonus when rolling directly for his leadership position. If his relevant stat bonus is actually +4 (or greater), then his circumstantial bonus is a +2 instead.
At the same time, if he has expert rank in a relevant skill, he gets a +1 circumstantial bonus with his leadership position, which gets jacked up to a +2 bonus if his relevant skill is Legendary (as above).
But since these are both "circumstantial" bonuses, he gets _only the better one_ (not both). Thus, a PC with more modest stats but good training can _still_ help his kingdom by being a "good fit" for a given position, just as well as the other PC who has better "potential" (i.e. attributes) but less training.
Just a thought.
;-)
Franklin
| FWCain |
That's actually a decent compromise, too. My only concern with both of those systems is that it would end up with kingdoms having stats higher than the intended ceiling.
I don't see how. With my compromise, you get a max. of +2 bonus, no matter how highly skilled and/or how advanced your PC's stats.
Please elucidate.
VanceMadrox
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FWCain's solution to combine them would be quite workable.
If you're limiting your additions to +1/+2 Circumstance Bonuses you won't break the math. The system already has plenty of ways to get Circumstance bonuses, you're just making it easier.
It does lower the value of Kingdom Skill Activities that already grant Circumstance Bonuses though.
VanceMadrox
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If you were to do things on the Skill end, I'd make it so that each Leadership Role can only influence a certain number of skills.
Without too much thought here's a list of 4 skills per Leadership Role.
Ruler (L): Exploration (E), Politics (L), Statecraft (L), Warfare (L)
Counselor (C): Arts (C), Folklore (C), Scholarship (C), Trade (E)
Emissary (L): Intrigue (L), Magic (C), Politics (L), Statecraft (L)
General (S): Defense (S), Engineering (S), Exploration (E), Warfare (L)
Magister (C): Folklore (C), Intrigue (L), Magic (C), Scholarship (C)
Treasurer (E): Arts (C), Boating (E), Industry (E), Trade (E)
Viceroy (E): Agriculture (S), Industry (E), Engineering (S), Wilderness (S)
Warden (S): Agriculture (S), Boating (E), Defense (S), Wilderness (S)
| ivan913 |
I don't see how. With my compromise, you get a max. of +2 bonus, no matter how highly skilled and/or how advanced your PC's stats.
Please elucidate.
Sorry about that, I misread what you said a bit. But VanceMadrox's point stands that it would lower the value of certain Kingdom Skill Activities. That might just be a necessary trade off. I might consider just having the default bonus be a -1 if the character doesn't have expert proficiency and not have it be a circumstance bonus. It would tip the scales once they reach legendary, but that would be late game enough it might not matter. Not to mention that they would likely want to put their legendary proficiencies elsewhere.
MychaelT
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At VanceMadrox's suggestion, I'm cross posting this from the post I started...
One idea I've been thinking on is what if a character in a certain role is trained in a given skill, it lowers the DC of checks they make related to that training by 1 or 2, similar to having an appropriate lore during a recall knowledge. This way it is a completely bolt on system that doesn't interfere with other bonuses provided by feats or other kingdom activities. It should also be fairly easy to remember for the player.
So far I'm thinking give each leadership role 3-4 kingdom skills they are associated with and then match each of those kingdom skill with an appropriate character skill. This could even include Lore skills where appropriate.
The easy example is let's say the Emissary is associated with Statecraft and that is linked with Diplomacy. If the player in the Emissary role is trained in Diplomacy and Sends a Diplomatic Envoy to Pitax the DC is 27 instead of 28, or if they are a master in Diplomacy the DC is 26.
Obviously not all skills will link up so cleanly and there will probably be a handful of Character Skills that get used a lot while some get used very little.
But overall thoughts?
MychaelT
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| 1 person marked this as a favorite. |
Here is a google doc link to what I have hashed out so far.
But the idea is that if a character attempts a Kingdom activity with a skill governed by their role and they are Trained in the Associated Character Skill (or are an Expert in the case of Perception), reduce the DC by 1. If they are an Expert in the skill(or Master in Perception) treat any Critical Failure as a Failure, and if they are a Master in the skill (or Legendary for Perception) Reduce the DC by 2.
Still not sure what skill to connect Defense to though.
MychaelT
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MychaelT wrote:If they are an Expert in the skill(or Master in Perception) treat any Critical Failure as a FailureThis part is bad.
Eliminating Critical failures as a possibility makes things too easy and reduces a LOT of the fun.
Ok, that's good feedback and I wasn't sure about it. I guess leave it to the reduced DC's then.
Although, would it still throw things off do you think to lock the no crit fail behind legendary Proficiency? That way they're only likely to ever have a couple skills that qualify and it's locked to late game.
MychaelT wrote:Still not sure what skill to connect Defense to though.Each Kingdom Skill should connect to BOTH a regular non-Lore skill AND a Lore skill.
For Warfare and Defense make the NON-Lore Skill Athletics. Let Martials help more!
I had considered Athletics. I didn't know if it would make sense, but I suppose if there is also a lore with it that might work.
One of the other things I was considering, is instead of just offering universal Untrained Improvisation, allowing a character that has the right associated skills use UI when they attempt kingdom activities.
| Valiant_Turtle |
Hi all, first post here. I'll be running this soon so I'm delving into absolutely everything I can.
One thing I am thinking about is what is a PC wants to specifically get better at governing, or whatever we are calling this. Other than the skill/attribute options posted here it doesn't appear that there is any mechanism to support that. I feel the most appropriate way to do that in Pathfinder 2E would be through an archetype. Has anyone developed anything like that?