
lemuelmassa |
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With all the talk around the houserule consolidation and myself also considering what I'd like to do with the rules, I decided to pick up the Legendary Games supplements sold on Paizo's website here:
https://paizo.com/products/btq02epd?Ultimate-Rulership
and here:
https://paizo.com/products/btq02ew3?Ultimate-Cities
I'm surprised that in the recent threads no one has mentioned these because they're pretty cheap in PDF form, and address a lot of the same issues that people are houseruling around. I love the streamlined kingdom turn (no commerce phase) and I'm definitely going to incorporate many of their extra feats, activities, etc. Experience gains are faster and their reconnoiter activity (Send Surveyors) is more generous than the patched version.
On the other hand, I don't like the RP being split between attributes so I'll probably keep them as is and there are some of the city rules that I don't feel are very thematic to this campaign :)
I'm not sure yet about the new negotiation and trade systems, but I feel they feed more into the fiction of nations interacting than the original rules so I think my players will enjoy it more at the table.
Anyway, for anyone thinking through trying to have foreground kingdom development, these supplements are worth a look.

lemuelmassa |
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Curious if anyone understands the modifiers on the "Resource Dice Example":
Resource Dice Example (P6)Tony’s PC is the ruler of a level 4 kingdom that controls 12 hexes. This gives him 4 Resource dice that he can freely assign on his kingdom turn, with a die size of 1d6. He allocates two dice to Stability, one to Economy, and keeps one as a Reserve die. His kingdom has a Stability score of 16 (a +3 modifier), Economy 14 (a +2 modifier), and Loyalty and Culture scores of 12 each (a +1 modifier).
Adding his allocated dice to the base die for each attribute, he then applies his attribute modifiers and determines the number of RP he has for each attribute this turn. He rolls 3d6+9 for Stability, 2d6+4 for Economy, and 1d6+2 for Culture and Loyalty, and he keeps one die in reserve.
Why is the modifier for stability +9? None of these make sense with the information provided as near as I can tell.