Baron Mik's Kingdom Rules Overhaul


Kingmaker Second Edition


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My players love Kingmaker, but are less than pleased with Kingdom Turns. They want to love the system and don’t want to just handwave it out, but the turns take forever and the quieter players struggle to find a place to include themselves. As game developers, we decided to make house rules to simplify and enhance certain things, and well, it eventually ballooned out into the alternate ruleset before you. This is our Kingdom Rules Overhaul – or at least a synopsis of the overhaul. We plan on writing our full rewrite of the rules for Pathfinder Infinite, but wanted to get the forums’ opinions before finalizing any drafts. These rules are a fairly large departure from the rules as written; other rules notes in the forums have taken a conservative approach to rules changes, which may be better for some tables.

Generic Rules Changes and Philosophy

The philosophy behind these changes
* Streamline the phases and reduce rarely-taken actions.
* Reduce complexity of rules while maintaining impactful choices for the players each round.
* Balance skills and feats to be more equal in importance.
* Take advice from these forums regarding XP and Untrained Improvisation.
* Include advice on how to keep kingdom turns in-character and using roleplay over rules.

Rules Changes

Removal of Investment and Size-based DC increase:

Currently, role investment has few benefits other than providing a status bonus to rolls (and making New Leadership easier). That status bonus counters the Size DC of a kingdom’s rolls at approximately the same rate. By removing both investment and Size DCs, it frees status bonuses to be tied to feats and special abilities. (This does mean a large Size no longer causes an issue, but that might not be a problem?)

Removal of Influence:

The concept of a settlement’s influence is removed for simplicity. Kingdom turns must be taken inside a settlement. With the original rules, benefits that apply within the kingdom’s influence are rare; these can likely be safely removed without affecting any other mechanics. Farms can now be built anywhere; they do not require influence to be built, nor to reduce consumption.

Replacing Boating with Information:

The Boating skill sticks out as being a strange choice, being the only skill tied to a terrain type. It seems like a very campaign-dependent choice, and one that’s not obviously useful for the Stolen Lands. I’ve merged Boating’s skills into Exploration (for the shipping parts) and Agriculture (for fishing), and introduced a new Economy-based skill, “Information,” in its place

Information measures the kingdom's ability to learn about other factions through its civilians, merchants, and tradesmen who work with these factions daily. While Scholarship deals with research and learning, Intrigue deals with secretive methods of information gathering, and Statecraft deals with official channels, Information deals with the passive knowledge gained from a kingdom's strong economic bond with the world around it.

Automatic Untrained Improvisation or Courtier System Variant:

As described in the kingmaker forums, skills quickly become auto-failures at even the middle levels. The common solution is to add half the kingdom’s level to all untrained skills, which is a quick and easy solution.

For groups that want a variant to this that makes NPCs more important, we’ve made the Courtier System variant. With this variant, any NPC that might have experience with an element of kingdom management (ie, the Kingdom skills), can join your High Court as a courtier. This might be companions like Amiri and Linzi, story NPCs like Akiros Ismort, or even PC background characters like family members. Each courtier is trained in two Kingdom skills, a level, and has one specialization In this variant, ALL kingdom skill checks during a Kingdom Turn must be assigned a courtier, who is no longer able to be used that turn. If the courtier is trained in the applicable skill, you may use their proficiency bonus rather than the kingdom’s proficiency bonus; and if the check meets the requirement of the courtier’s specialization, that check gains a +2 circumstance bonus.

For example,
Keston Garess is a level 3 courtier, trained in Warfare and Defense, and has specialization when working with mercenaries. The kingdom reveals an event that could be solved by hiring mercenaries by rolling Defense. By assigning Keston, you can use his proficiency bonus (his level + 2: 5) rather than the kingdom’s, and his experience with mercenary work grants the check a +2 circumstance bonus.

With the Companion Guide, many companions have special activities during Kingdom turns; with these rules, these activities are replaced with an additional feat.

For example
Jubilost Narthropple is a level 5 courtier, trained in Trade and Industry, and has a specialization with alchemy. In addition, if used to Collect Taxes, on a critical success or success, he gains the kingdom an additional 2 Resource Dice, rolled immediately.

Please note: The courtier variant goes against the general philosophy of this overhaul and makes things more complicated. It is not right for every group, which is why it’s specifically a variant rule.

Event Choices and Resolution:

Events are changed in a few ways. Rather than happening by chance, two events are always rolled and revealed in the Upkeep Phase, and are resolved during the Leadership phase rather than immediately. Each event is split into at least three options for resolution; the results depend on both the dice roll as well as the particular choice.

For example, Local Disaster (Variant A) [Event +0]:
A startling earthquake has damaged a building in a particularly pious part of town, such as a shrine or church, or just a housing area with many religious residents. The building is beloved by the townsfolk and people are against tearing it down to rebuild, but the damage is extensive and repairs will be dangerous without demolishing it first. Something needs to be done before it collapses entirely.
[Engineering] We’ve prepared for disasters to our cities, and our masons can repair the damage and strengthen the foundation, despite the danger.
[Folklore] Contact the church in Brevoy for aid in keeping the townsfolk pacified while the building is destroyed and repaired.
[Politics] Placate the townsfolk’s protestations with promises it will be just the same, and demolish and repair the building despite the townsfolk’s protestations.
Critical Success
[Engineering] The building is fortified and appears brand new. The townsfolk celebrate; gain 2 Approval.
[Folklore] The people eventually agree that demolishing and repairing is the best option, and cause no issue with repairs.
[Politics] As folklore.
Success
[Engineering] The building is repaired at the cost of extra resources. Reduce your Resource Dice total by 2 next turn.
[Folklore] Most people are placated, but a few of the most pious are still bothered. Gain 1 Unrest.
[Politics] As folklore.
Failure
[Engineering] Tragically, the building is unsavable, but you don’t lose any life in the repair attempts. Gain 1 Decay and the structure is reduced to rubble. Reduce your Resource Dice total by 4 next turn.
[Folklore] The church is unable to pacify the townsfolk, and people revolt. Increase Unrest and Corruption by 1.
[Politics] Your words are unable to pacify the townsfolk, and they interfere with repair attempts. Ultimately the building is lost. Gain 1 Decay, 1 Unrest, and remove the building
Critical Failure
[Engineering] The worst happens, and the building collapses on several of the repair crew as well as a few bystanders. Gain 1d6 Decay, 2 Unrest, and reduce the structure to rubble.
[Folklore] The people are furious at the building’s destruction, and interfere in its repairs. Gain 1d6 Corruption, 2 Unrest, and remove the building.
[Politics] The people are furious at the building’s destruction, and interfere in its repairs. Gain 1d6 Decay, 2 Unrest, and reduce the building to rubble.

Leadership Activities and Phases
Other than the Upkeep phase, the various phases have been merged into one Leadership phase. The Upkeep phase includes Commodity collection and consumption, but does not include RP gaining (this is now part of the Treasurer’s Collect Taxes activity, which is assumed to be taken every turn). It also always includes two Kingdom Events to be revealed before the Leadership phase. During the Leadership phase, all Leaders gain one Role Activity and one Leadership Activity from a role-specific list, which they can take in any order. Each role-specific list has one Role Activity and five Leadership activities.

The Role Activities are summarized here:
Counselor: For each settlement, you may attempt to build or demolish a structure.
General: For each army, you may take an Army activity.
Emissary: You may Trade Commodities to attempt to gain bonus Resource Dice next turn.
Magister: You may attempt to gain Intel (a general “Infilitration” style action)
Treasurer: You may Collect Taxes (which is now changed to not be limited to once every two turns. In addition, certain structures are tagged as “taxable;” when you roll a check to Collect Taxes, on a success or better, you add 1RP for every taxable structure in your kingdom). Or Tap/Restore Treasury.
Viceroy: Claim or Abandon one hex, Establish a Worksite/Farm, or Construct a Settlement
Warden: Build Roads, Build Bridge, or Fortify Hex.
Ruler: Take any one Role Activity from another leader. (If Building Structures, you may only build one Structure. If Commanding Armies, you may only command one army. If you Collect Taxes, you do not roll any Resource Dice, but can still gain bonus RP from taxable structures.)
– All Role Activities include “or gain 2RP” at the end as an option.

The Leadership Activities are fairly varied, with each leader gaining five choices of activities, four of which are based on specific skills. All require a skill check which results in similar results as the official rules. The whole list is under the cut.

List of Leadership Activities:

Ruler
Invest in Heroes: Use Exploration to gain RP
Issue Edicts: Use Politics to give an ally a circumstance bonus to a Kingdom roll. (gives a wider bonus than other “give allies a bonus” activities)
Allied Information: Use Statecraft to gain Intel on an event’s result or on a faction of your choice.
Inspiring Ceremony: Use Warfare to reduce Unrest

Counselor
Guide Artists: Use Arts to repair Corruption
Creative Solution: Use Scholarship to give an ally a circumstance bonus to Resolving an Event.
Tithe: Use Folklore to gain bonus RP.
Improve Lifestyle: Use Politics to reduce Unrest (reduces more Unrest than other Unrest-related activities)

General
Show of Protection: Use Defense to reduce Unrest
Prepare Supply Lines: Use Engineering to Build Roads in the location of an army.
Battle Divinations; Use Magic to gain Intel on an event or an enemy.
Train Military: Use Warfare to attempt to gain a free Army action.

Emissary
Infiltration: Use Intrigue to gain Intel on an event’s result or a faction.
Gather Rumours: Use Information to give an ally a circumstance bonus to Resolving an Event.
Study Ledgers: Use Trade to repair Crime.
Foreign Relations: Use Statecraft to gain bonus RP.

Magister
Holy Services: Use Folklore to Reduce Unrest
Subtle Influence: Use Intrigue to repair Strife
Supernatural Solution: Use Magic to give an ally a circumstance bonus to Resolving an Event.
Research Solution: Use Scholarship to gain Intel on an event’s result or (tbd) (highest Intel result)

Treasurer
Craft Luxuries: Use Arts to gain Luxury Commodities or Fame.
Trade Information: Use Information to gain Intel on an event’s result or (tbd)
Purchase Commodities: Use Industry to gain Ore, Lumber, or Stone commodities.
Stimulate Trade: Use Trade to gain RP (higher RP than other RP-gathering activities).

Viceroy
Harvest Crops: Use Agriculture to gain Food Commodities
Industrial Organization: Use Industry to gain RP.
Repairs: Use Engineering to reduce Decay.
Forest Speaking: Use Wilderness to gain Intel on an event’s result or wilderness location.

Warden
Medical Aid: Use Agriculture to reduce Unrest.
Erect Defenses: Use Defense to Fortify Hex.
Explorer’s Boon: Use Exploration to give one ally a circumstance bonus to Resolving an Event
Hunt and Fish: Use Wilderness to gain Food Commodities.

In addition to their four skill-based activities, all leaders have “Resolve Event: Use one of your role-specific skills to solve an event.” Because two events are always rolled during the Upkeep phase, to avoid critically failing an event, at least two leaders must spend their Leadership activity on Resolving an Event.

This rules change standardizes the number of activities per turn, rather than giving fewer actions to small parties and incentivising large ones. It also reduces the complexity of going through each phase. The challenge in a Kingdom Turn is deciding who will take part in events and who will roll their skills. The Role Activities make each leadership role feel a bit more unique, as each player gets a specific job to do in the kingdom. The Ruler gets to feel a bit more like a proper leader with the unique ability to double up another leader’s Role Activity.

Additional Flavour Advice:

This is not rules advice, but moreso sidebars that we’d like to add.

Quirks: When building a settlement, a structure, or an army, encourage the players to come up with at least one “quirk” that describes it. What might be a standard Tavern could be a dwarven-built tavern that’s slightly shorter than comfortable; or an army could have a pet bear mascot that they train.

The High Court: Rather than jumping out of character for the kingdom turns, you can flavour the turn as taking place in a council chamber or in a large open hall. Have an NPC bring the PCs news of events, and encourage the players to decide what they do during the turn in-character. Even if you’re not using the courtier variant, you can have NPCs involved as messengers and assistants, bringing up ideas or commentary during the turn.

Additional Notes
These rules will need to come with a host of feat and structure changes, and the Army actions haven’t been touched yet as we haven’t yet started playtesting a war.

This was a huuuge post – what do people think? I’d love to hear opinions and suggestions, if this seems like a good plan or not?

Sovereign Court

Removal of Investment and Size-based DC increase: It actually averages out to 1 Higher DC overall. Won't hurt much to ignore it though.

Removal of Influence: Farms being able to be built anywhere is a major change. Your kingdom won't ever lack for food.

Replacing Boating with Information: Boating is definitely a weaker skill. I'm not sure there's really enough for for Information as a separate skill from Infiltration and Scholarship though. I also don't like Information as the name.

Automatic Untrained Improvisation or Courtier System Variant:
As described in the kingmaker forums, skills quickly become auto-failures at even the middle levels. The common solution is to add half the kingdom’s level to all untrained skills, which is a quick and easy solution.

That's only true for uninvested skills. Skills you raise to Master+ are fine.

I like UI though and your courier system is neat!

All the rest of your changes make it basically an entirely different system.
Without actually playtesting it I can't comment on how well your rules will work.


Vance, thanks for your input!

For Investment/Size-based DC, I mostly wanted to free up the Status bonuses for actual bonuses, rather than be a passive "invested role" thing.

Farming influence is one thing we didn't playtest much; it does make consumption much easier, but I'm not certain if that's a bad thing? My players tend to build just enough farms to cover their deficit, so things like a bad harvest event are still difficult. That said, I'll play around with that rule and maybe revert it.

Boating and Information. I think another word would be "Intelligence" or "Intel" but I avoided that in case of confusion with the ability score, and used "Intel" as a gameplay mechanic. Part of the reason I forgot in my write up, I wanted to dilute some of the strength of Intrigue/Infiltration and Scholarship, and give high-Economy kingdoms a way to gain intel on things.

The rest of the rules are indeed a big departure, but it's not as massive a change as it might seem. All of the actions that you could take in the original system are here, they just might be assigned to different skills in an attempt to balance and differentiate the kingdom's ability scores. The biggest change is assigning certain actions to specific people, with the intention of reducing analysis paralysis, plus flavoring up the specific roles.

Some parts are lost, like Collect Taxes giving a bonus to Economy checks, but my group never did that to begin with; it seemed like a risk they didn't need, especially since they hadn't yet memorized all of the things Economy would do. They were mostly just trying to be invested and rushing through parts they didn't understand. With this system, it's changed us from a half hour of going through lists to a half hour of roleplay-informed decisions. I'd never ask people to playtest my rules for me, but it works well for my table and I'd love to see what other groups feel, especially if they've already given up on playing the kingdom rules at their table.


Just (re)starting Kingmaker. Any updates on this alternate kingdom ruleset? Did it continue to work well?

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