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Pathfinder 1E Do we care about what it's doing? Ultimate Campaign

"Kingdom buildings" means Kingdom building right?

If there's a segment about that, and the different aspects of a kingdom and how to make them function, that would be a nice continuation from the "kingmaker" campaign.
I know at least two people I usually play, with who would be Hugely into that.

Kingdom building was their fave part of kingmaker, and any way to expand that flavour to other games would be a welcome and relevant addition to the group I usually play with.
 

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I see a lot of minutiae in there that could be useful; rules on younger characters for example, and the backgrounds. But the implementations aren't great and there's a lot of things I don't need. This sort of thing is probably the best they can do, but that doesn't mean that they're immune to the inevitable erosion of their market. The system's basically done. It needs revisions more than expansions, and it doesn't have a great need for either. But then again, revisions aren't exactly easy.
 

Starting a PF game and going through this book

First, the randomness of Backgrounds is interesting... either for players who have no/little imagination, players who need some inspiration or even better, for sticking into an excel random generator and giving me the random history of an NPC

Next, my home group (in 4e at present but looking to migrate over hopefully) is desperate to keep saving every penny possible to buy themselves a clubhouse/headquarters. Sure, I could just take the given cost of a building and say "poof - you buy the building" and then its theres as an intangible background piece.

Or.... I could make them work for it, giving up time and money to build their clubhouse and love it when it is done.
Perhaps, one of them is keen to express his craftsmenship and tacks an armorer onto the front of the clubhouse where the general public can come and buy/sell items, earning him some money... then when he is in town (and not adventuring) he is able to put some of his own wares on sale, rather than those of his apprentice

The options are fantastic, i really dont get why anyone would disagree these are desired, since from a lot of things i have read/heard this is a big request for some
 

Character backgrounds and downtime are likely rules I will use once I have a chance to review them myself. I know a lot of people here clamor for kingdom building rules and mass combat rules, seeing high-level adventurers less as wannabe-godlings and more as great kings of legend. But I will not likely use those rules myself.
 

This is actually a book I have recently really got into; exploring what it has and what I can take (and sometimes modify) for my own games. I'm actually just starting up a solo pirate game for my cousin very soon, and I think the downtime mechanics are going to be invaluable for the game I plan on running. I was originally going to use kingdom building rules (I am doing a plot similar to the kingmaker AP), but I think that those don't really get me where I need - for a solo game.

The only issue I have with those two systems are how overly complex they are. I'm sure there is a good amount of balance already included and that is the reason for the complexity. But when I run the downtime mechanics I'm going to streamline a bit. Too much bookkeeping, a little more is good but I don't want to worry about micromanaging things when I don't need to - mostly this means that I'll be doing the extra/behind-the-scenes stuff for him and just making sure he makes the big decisions.

And for the mass combat? Those look excellent too and I think I'll need them coming up. I think mass combat is one of the most overlooked mechanics in 3e as a whole and I'm glad there is a good system to implement it - though I haven't run them yet.

So, overall, I like all sections of that book but I haven't yet had chance to use them. I think that they help to re-establish a "named level", sort of, that the earlier editions had. I also think it is important to have certain rules like these for consistency if the PCs do get a kingdom or even a smaller keep or settlement that they need to up-keep. And yeah, I'm very impressed with the book so far. So, "need" might be a strong word but as always I think the benefit is having the rules if you need them instead of having to make something up, or just give the PCs something for free. If you don't end up using them, that is fine and works too.
 

At its heart, D&D is a game about a group of characters going off and having fantastic adventures. To a large extent, things that happen before, after and between these adventures don't actually matter. That's the traditional approach.

To a very large extent it is always a mistake to say what D&D is about, because it varies from table to table and campaign to campaign. And to a large extent, it's a mistake to say that there is a traditional approach to D&D. Really, there is only the approach you are used to. Quite often what other tables are doing will blow you away with its innovation and novelty (or alternatively, to you disfunctionality), and yet to them this is just they way things are done.

I've been in a campaign that was about politics, war, and running your fiefdom and adventuring was strictly secondary to that. It wasn't taking time away from 'the good stuff'; it was the good stuff!! Largely because, after 5-10 years of dungeon crawling, being in a campaign with completely different expectations was refreshing, awesome, and well 'epic'.

It's worth noting there is nothing in the book that didn't exist in some form in the 1e AD&D DMG or wasn't implied by the Expert Rulebook.
 

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