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Do we care about what it's doing? Ultimate Campaign
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<blockquote data-quote="Tovec" data-source="post: 6229388" data-attributes="member: 95493"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Tovec, post: 6229388, member: 95493"] 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. [/QUOTE]
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