Skip to content

Latest commit

 

History

History
64 lines (60 loc) · 4.66 KB

kingdom building.md

File metadata and controls

64 lines (60 loc) · 4.66 KB

https://legacy.aonprd.com/ultimateCampaign/kingdomsAndWar.html

Steps

  • Upkeep
    • Determine Kingdom Stability: Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4.
    • Pay Consumption: Subtract your kingdom’s Consumption from the kingdom’s Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.
    • Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster’s Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section).
      • 50% once per district with open slot (random selection if more than one)
    • Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number. The Royal Enforcer may decrease Unrest by 1; if you do so, you must succeed at a Loyalty check or Loyalty decreases by 1. If the kingdom’s Unrest is 11 or higher, it loses 1 hex (the leaders choose which hex). See Losing Hexes.
  • Edict https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/edicts/#:~:text=Table%3A%20Improvement%20Edicts,-Kingdom Next change to claims etc is at Size 50.
    • Assign Leadership Abdicating a Role: If you want to step down from a leadership position, you must find a replacement to avoid incurring the appropriate vacancy penalty for your position. Abdicating a position increases Unrest by 1 and requires a Loyalty check; if the check fails, the vacancy penalty applies for 1 turn while the new leader transitions into that role. If you are the Ruler, abdicating increases Unrest by 2 instead of 1, and you take a –4 penalty on the Loyalty check to avoid the vacancy penalty. If you are not the Ruler and are leaving one leadership role to take a different one in the kingdom, the Unrest increase does not occur and you gain a +4 bonus on the Loyalty check to avoid the vacancy penalty.
    • Claim and Abandon Hexes Hex Claims: 3 Can claim formerly claimed with army movement. 1BP per hex.
    • Build Terrain Improvements https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/settlements/terrain-improvements Terrain Improvements: 5
    • Create and Improve Settlements https://www.d20pfsrd.com/gamemastering/other-rules/kingdom-building/edicts/ New Settlements/Army Units: 1 New Buildings: 5
    • Create Army Units
    • Issue Edicts
  • Income - (d20+Economy)/3+Income BP (Treasurer)
  • Event - 25% or 75% if no event (GM)

Who Rolls

  • Ruler: Loyalty checks, any checks or edicts not covered by other rulers
  • Consort: As Ruler when Ruler is unavailable
  • Councilor: Holiday edicts
  • General: Kingdom checks for events requiring combat
  • Grand Diplomat: Diplomatic edicts (optional rule)
  • Heir: Kingdom event rolls
  • High Priest: Holiday edicts, rolls to generate magic items from Cathedrals, Shrines, and Temples
  • Magister: Rolls to generate magic items not rolled by the High Priest
  • Marshal: Exploration edicts (optional rule)
  • Royal Enforcer: Loyalty checks to reduce Unrest or prevent Unrest increases
  • Spymaster: Kingdom checks involving crime and foreigners
  • Treasurer: Economy checks, Taxation edicts, Trade edicts (optional rule)
  • Viceroy: Vassalage edicts (optional rule)
  • Warden: Stability checks

Mass combat

  • Upsize the armies, so mass combat lasts multiple rounds
    • Mounts (BP = Mount’s ACR): The army is mounted on horses or other war-trained animals. Increase its OM and DV by 2, and increase its Consumption by 1. If your army uses mounts that are more powerful than the units themselves, your army’s ACR and derived scores might increase (see ACR). To purchase this resource, a settlement in your kingdom must have a Foreign Quarter, Stable, or Stockyard.
    • Ranged Weapons (2 BP): The army is equipped with ranged weapons (such as crossbows, slings, or bows), gaining ranged attack capability. Increase its Consumption by 1.
  • Work out how to have individual PCs on the battlefield PC 7 = ACR 1/4 PC 10 = ACR 2
  • Figure out how to treat ships:
    • Fortification = hardness + 4 (moats, unsiegable, negated by boarding)
    • ?x siege engines => 4x would reduce enemy warship to 0 fort on average
      • Longship => 4 Large, Sailing ship => 24 Large, Warship => 26/23? Large
      • 15bp => 60kgp (or 7500gp?) => 120 (or 15?) light ballista (not counting ammo)
    • Can hold any army between crew size and crew + passengers size
    • Usually using Withdraw to stay at Ranged
    • Melee means it's a boarding action