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Merging Paizo's Kingmaker into an existing 4E game?
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<blockquote data-quote="Ferrety" data-source="post: 5519351" data-attributes="member: 69362"><p>I've been running Kingmaker using 4e. So whats it worth:</p><p></p><p>I'd start with the first adventure, especially if you are interested in hexcrawling. Level eight might feel a tad too high, and you could mix encounters from the second adventure. Especially the kobold clan might be off for late heroic (I ran them as a clan of hundreds, with core of seasoned kobold warriors). On the other hand, the main enemies, bandits, could work better on late heroic than early. In my game, characters kept wondering how come bandits were such a threat for Brevoy. </p><p></p><p> I think that my biggest change was on wandering monsters. I created few connected encounters for each area (the forest, norther plains, southern and eastern hills) and had an random chance of them occurring while characters were on the area. Sort of trying to have more than one encounter per day. Interestingly, after few sessions my players wanted to limit long rests while hexcrawling wilderness, so we house ruled that characters are "tired enough" to have long rest only after two milestones (or in a proper bed).</p><p></p><p>Don't see why you could not use Brevoy (and surrounding nations) as written, with some 4e sprinkled in, if you so wish (I changed churches). You could easily start the campaign in your current area, with pages announcing that (distant) swordlords of Brevoy are offering charter to bandit infested area of Greenbelt.</p><p></p><p>As for Kingmaker overall, for me it reads better than plays. Especially after stripping Pathfinder stats, I felt that there really was not that much. I am not saying that Kingmaker is bad, but in my opinion, if you are mainly interested in having material for your game, it does not give enough bang for the buck. But if you want to try sandboxy hexcrawling, then you could do worse than the first (two) adventure(s). </p><p></p><p>The AP has an overreaching story from part 1 to 6, as they tend to have, but the encounters are disconnected, and the story does not feel that engaging. The hex and encounter maps are mostly nice, but I am not sure if they are worth the price of the full AP. The additional rules for kingdom are OK, but you really need to have player buy-in to use them, as building the kingdom can get tedious.</p></blockquote><p></p>
[QUOTE="Ferrety, post: 5519351, member: 69362"] I've been running Kingmaker using 4e. So whats it worth: I'd start with the first adventure, especially if you are interested in hexcrawling. Level eight might feel a tad too high, and you could mix encounters from the second adventure. Especially the kobold clan might be off for late heroic (I ran them as a clan of hundreds, with core of seasoned kobold warriors). On the other hand, the main enemies, bandits, could work better on late heroic than early. In my game, characters kept wondering how come bandits were such a threat for Brevoy. I think that my biggest change was on wandering monsters. I created few connected encounters for each area (the forest, norther plains, southern and eastern hills) and had an random chance of them occurring while characters were on the area. Sort of trying to have more than one encounter per day. Interestingly, after few sessions my players wanted to limit long rests while hexcrawling wilderness, so we house ruled that characters are "tired enough" to have long rest only after two milestones (or in a proper bed). Don't see why you could not use Brevoy (and surrounding nations) as written, with some 4e sprinkled in, if you so wish (I changed churches). You could easily start the campaign in your current area, with pages announcing that (distant) swordlords of Brevoy are offering charter to bandit infested area of Greenbelt. As for Kingmaker overall, for me it reads better than plays. Especially after stripping Pathfinder stats, I felt that there really was not that much. I am not saying that Kingmaker is bad, but in my opinion, if you are mainly interested in having material for your game, it does not give enough bang for the buck. But if you want to try sandboxy hexcrawling, then you could do worse than the first (two) adventure(s). The AP has an overreaching story from part 1 to 6, as they tend to have, but the encounters are disconnected, and the story does not feel that engaging. The hex and encounter maps are mostly nice, but I am not sure if they are worth the price of the full AP. The additional rules for kingdom are OK, but you really need to have player buy-in to use them, as building the kingdom can get tedious. [/QUOTE]
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Merging Paizo's Kingmaker into an existing 4E game?
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