Building roads outside of claimed territory


Kingmaker Second Edition


My players really want to build a road to Oleg's from their capital, but it's fairly far from where they've established their kingdom. It makes sense, as they've done a lot of trading and RP with him. However, It's going to be a while before they could claim hexes that far, so I'm contemplating a house rule that allows them to do so.

The simplest option would be to increase the DC slightly (maybe +2) and then increase the RP spend (probably double like building bridges). I could also do some sort of scaling option where it gets harder and more expensive the further outside claimed territory it is. I'd possibly add in some challenges related to maintenance or bandits on roads outside their claimed territory.

I'm curious if anyone else has done anything like this, and what they came up with. If not, do you think this is a bad idea, and if so why?

Per the rules (see link below), it clearly states "The hex in which you seek to build roads must be claimed by your kingdom."

https://2e.aonprd.com/Actions.aspx?ID=1390

Sovereign Court

I don't see any harm in this. Just require the hex to be reconnoitered, adjacent to another roaded hex, and increase the cost and maybe the DC some.

Paizo Employee Creative Director

Part of the reason I put in the requirement that roads be claimed by your kingdom was to preserve the flavor between the settled kingdom and the unsettled wilderness.

A road through unsettled wilderness might be more prone to monster attacks or banditry or the like, so if the PCs do so, this gives the GM some opportunities to throw in some bespoke "protect the road" encounters.

I wouldn't increase the cost directly, but a requirement to Hire Adventurers to keep the road safe might be a better way to increase the cost on the side.

As for the DC... I'd consider raising the DC by 5. Page 504 of the core rulebook has a handy DC adjustment table to go by. Making it "very hard" to build a road through unsettled wilderness helps to encourage the PCs to grow their kingdom, and helps to preserve the risk of expanding beyond the borders.


Thank you so much!

James Jacobs wrote:

Part of the reason I put in the requirement that roads be claimed by your kingdom was to preserve the flavor between the settled kingdom and the unsettled wilderness.

A road through unsettled wilderness might be more prone to monster attacks or banditry or the like, so if the PCs do so, this gives the GM some opportunities to throw in some bespoke "protect the road" encounters.

I wouldn't increase the cost directly, but a requirement to Hire Adventurers to keep the road safe might be a better way to increase the cost on the side.

As for the DC... I'd consider raising the DC by 5. Page 504 of the core rulebook has a handy DC adjustment table to go by. Making it "very hard" to build a road through unsettled wilderness helps to encourage the PCs to grow their kingdom, and helps to preserve the risk of expanding beyond the borders.


I like those requirements too. I want to let them do it, but I want it to cost something, and come with some risk. Thanks!

VanceMadrox wrote:

I don't see any harm in this. Just require the hex to be reconnoitered, adjacent to another roaded hex, and increase the cost and maybe the DC some.


There exists a road between Varnhold and Restov. I have used this pre-existing road as an excuse to permit roads to be built in hexes that are not part of your kingdom, provided those hexes are claimed by some other kingdom which has some level of friendly relations with your kingdom (such as what presumably exists between Lord Varn and the Swordlords in Restov). This way, we would still be preserving the different flavor of wilderness hexes versus settled hexes.

Just my two coppers' worth. ;-)
Franklin

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