Pathfinder: Settling the Vale of Tears (OOC and Rules Stuff)

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Kavonde
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Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Kavonde » Tue Jul 30, 2013 8:52 pm

On the one hand, as a DM, I feel a responsibility to point out that, in Pathfinder, crafting magic items no longer has an experience point cost.

On the other hand, I am really amused by the idea of a group of hedge wizards getting together once a month or so to obliterate everything in a square mile area so they can make a few Amulets of Protection.
RedSun
Location: Hayward, CA

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby RedSun » Tue Jul 30, 2013 11:38 pm

Should we just write up all our character sheets(not that I'm not taking forever learning pathfinder) in google docs, and link them in the forums? Or should we PM them to you and keep them secret and safe?

Also, When does this thing kick off proper?

Also Also, are Dire Boars acceptable mounts in Pathfinder? Cause they were in 3.5
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Kavonde
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Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Kavonde » Wed Jul 31, 2013 2:59 am

RedSun wrote:Should we just write up all our character sheets(not that I'm not taking forever learning pathfinder) in google docs, and link them in the forums? Or should we PM them to you and keep them secret and safe?


Whatever format you use, I'd recommend uploading them to Google Drive. PM me the links. Probably a good idea not to let your rivals know exactly what your leaders are capable of.

Also, When does this thing kick off proper?


Hopefully, next week. Looks like people are getting their homework done, so it's really just me who's falling behind. Stupid finals.

Also Also, are Dire Boars acceptable mounts in Pathfinder? Cause they were in 3.5


They can be trained to accept riders with the Handle Animal skill, so aye.
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Kavonde
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Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Kavonde » Wed Jul 31, 2013 5:19 am

Okay, more stuff!

Diplomatic and Trade Edicts

In addition to the normal types of Edicts (more information here), there are two optional types of Edicts with their own set of rules: Diplomatic and Trade. These will be your primary mechanical means of establishing and managing relationships with your rival kingdoms, though, of course, roleplaying and informal agreements will be the real heart of it.

Diplomatic Edicts

Diplomatic edicts come in three flavors: Embassy, Treaty, and Alliance.

Embassy: You attempt to establish mutual recognition of authority and territory with the target kingdom, represented by granting dominion over embassies in each other's settlements. If the other leader accepts this offer, you may purchase or build a Mansion or Noble Villa in one of the other kingdom's settlements to use as an embassy, and assign a character (either an existing one or a new, DM-generated one) as the diplomat residing there. This building grants your kingdom the normal bonuses for a building of its type (applying to the kingdom totals, but not to any specific settlement) and increases Consumption by 1, Economy by 2, and Society by 2. The other kingdom may do the same on their Edict phase.

Attacking a kingdom with which you've established an embassy requires a kingdom Loyalty check. On a failure, Unrest increases by 2.

Characters stationed in a foreign embassy may have certain opportunities as well...

Treaty: If you have an embassy agreement with another kingdom, you can approach that kingdom's leaders to establish a treaty that formalizes your economic and social cooperation and understanding. Both kingdoms must agree to create a treaty, but the terms can favor one side or the other. (More on this later.)

If both sides merely seek to establish a fair, balanced treaty, increase each kingdom's Economy by 10% of the other kingdom's Economy.

However, your envoy can attempt a series of opposed checks against one of the foreign kingdom's leaders (their choice, and usually the Ruler or Grand Diplomat) using the following skills: Bluff, Diplomacy, Knowledge (Local), Knowledge (Nobility), or Sense Motive. (Note: Diplomacy can be substituted for Intimidate by either side, even if it means opposing an Intimidate check with Diplomacy.) Each skill can only be used once, though in any order. The visiting envoy chooses the first skill, the native chooses the second, and so on. The first representative to win three of these opposed checks manages to establish a treaty that's advantageous for her kingdom. The advantaged kingdom's Economy increases by 15% of the disadvantaged kingdom's, and the disadvantaged kingdom's Economy only increases by 5% of the advantaged.

Confusing? Here's an example.

Sir Bob the Braggart has come to the Holy Empire of Pyrus to establish a treaty. He will be negotiating with Lord Metallus Cinder, the Great Diplomat of Pyrus.

Sir Bob leads off with his strongest skill, Diplomacy, and rolls a 22. Metallus isn't much of a diplomat, but he is one scary half-dragon mofo, so he opposes it with Intimidate... but only rolls a 19. Sir Bob calmly sits through Metallus' firey bluster, and seizes the initial advantage.

Metallus gets to choose the next skill, and he calls upon his extensive knowledge of local history and customs. He rolls a 17 Knowledge (Local). Sir Bob isn't quite so familiar with the peasantry, and only gets a 6. They're tied, 1-1.

While Sir Bob may not be concerned with the unwashed masses, he knows his fellow aristocrats. He picks Knowledge (Nobility), invoking a long list of hereditary titles and inherited claims on certain lands, and rolls a 15. Metallus knows the local hobnobs, too, but he only gets a 14.

Metallus only has two choices, now: try to Bluff the visiting knight, or use Sense Motive to try and figure out his angle. He picks Sense Motive, and rolls a 18. Not too shabby, considering he only has two ranks in it. Sir Bob rolls a Sense Motive of his own, looking for the best way to manipulate the half-dragon diplomat, and scores a natural 20, for a total of 27! The knight has figured out exactly how to press Metallus' buttons. The negotiations continue for the rest of the day, but in the end, the treaty is signed and Sir Bob has secured a hefty cut of the profits for his lord.


A treaty is considered a permanent agreement. To attempt to renegotiate it, attempt a kingdom Loyalty check. On a success, you send an envoy to the other kingdom and play the game of words again. You can also withdraw from a treaty at will, though doing so triggers a Loyalty check. On a success, Unrest increases by 1. On a failure, it increases by 2.

Be warned: attacking a kingdom with which you have a treaty requires a Loyalty check. On a failure, Unrest increases by 2d2. (2-4.)

Alliance: If you have a treaty with another kingdom, you can use a Diplomatic edict to form an alliance--a military agreement of mutual defense and support. There are no fancy word games or arguments over trade rights here (unless you decide to roleplay them); if both kingdoms agree to the alliance, it is formed.

Kingdoms in an alliance can move their armies through each others' territories and station them in each other's territories or in unoccupied Forts and Watchtowers, though not inside allied settlements. If an allied kingdom stations an army inside your territory, you must succeed at a Loyalty check or gain 1d2 Unrest. (This doesn't apply, however, if you are attacked by an enemy kingdom and you have requested the ally's aid.)

If you're attacked by an enemy kingdom, you can call for aid from your allies. Allies who fail to respond gain 1d4 Unrest, though the aid doesn't have to be actual military force--the precise nature and amount of it is at the discretion of each kingdom's rulers. Though, if the DM doesn't think you're pulling your weight, he can assign the Unrest penalty anyway.

Ending an alliance peacefully requires a kingdom Loyalty check; on a success, Unrest increases by 2, and on a failure, it increases by 4. Attacking a kingdom you're allied with also requires a Loyalty check: success means Unrest increases by 2d3, and failure means it increases by 2d6.

Trade Edicts

Trade edicts are special edicts that allow you to create a trade route with another kingdom, increasing the BP you gain every month (and possibly other kingdom statistics).

To plan a trade route, select another kingdom as your trade partner and determine the distance in hexes from a settlement in your kingdom to a settlement in the target kingdom, tracing the path of the trade route rather than a direct line. A trade route can pass through grassland, desert, or any terrain that has a road or highway. If your settlement contains a Pier, the trade route can pass along rivers and coastal hexes. If your settlement contains a Waterfront, your trade route can pass through water hexes.

Longer trade routes are harder to maintain than short ones. To determine the effective length of your trade route, hexes with roads (or rivers, with a Pier) count normally. Grassland and desert hexes count double. Water hexes (with a Waterfront) and highways count as half. This total distance is the Trade Route Length (TRL). Divide the TRL by 10 to get the Route Modifier (RM). Subtract the TRL from your kingdom's Size to get the Length Modifier (LM), with a minimum LM of 0.

I know. Ugh, math, right?

You must invest at least 5 BP into the initial trade expedition using this trade route. The first time your traders reach the destination settlement, attempt an Economy check, a Loyalty check, and a Stability check. The DC for these checks is determined as follows: DC = Conttrol DC + originating settlement's Corruption + the route's RM + the route's LM - originating settlement's Productivity.

If all three checks fail, the trade route is a total loss. Unrest increases by 1.

If only one check succeeds, the expedition fails to reach its destination, but sells its goods elsewhere for 1d4 BP per every 5 BP invested.

If two checks succeed, the trade route is established. Your Economy increases by 1, and your Treasury increases by the RM + 2d4 BP per 5 BP invested in the initial expedition.

If all three checks succeed, the trade route is established and is a great success. Economy increases by 2, and your Treasury increases by the RM + 2d4 BP per 5 BP invested in the initial expedition.

An established trade route provides its benefits for 1 year (12 turns).

A kingdom can have only one of each of the following types of trade routes. Each type requires certain buildings in the originating settlement, and each provides a certain extra benefit when a trade route is established.

Food: If your kingdom has surplus production from farms and fisheries that reduces its Consumption to below 0, you may export food. A successful food trade route increases Economy by 1 for every 10 Farms and Fisheries (combine the totals) in the kingdom. This benefit is lost any month that Farms and Fisheries do not reduce Consumption below 0 (either due to new expenses or bad Events). The originating settlement must have at least 1 Grandary and 1 Stockyard.

Goods: The trade route transports goods such as weapons and textiles. Count all Guildhalls, Smithies, Shops, Trade Shops, and Tanneries in the originating settlement and divide by 10; a successful goods trade route increases Economy by this amount. The originating settlement must have at least 1 Guildhall.

Luxiries: This route carries exotic goods such as art, musical instruments, books, spices, dyes, and magic items. Count all Alchemists, Caster's Towers, Exotic Artisans, Herbalists, Luxury Stores, and Magic Shops in the originating settlement and divide by 10; a successful luxuries trade route increases Economy by this amount. The originating settlement must have at least 1 Luxury Store.

Raw Materials: This trade route carries common raw materials such as lumber, stone, ore, or metal. A successful raq materials trade route increases Economy by 1 for every 10 Mines, Quarries, and Sawmill in the kingdom (combine the totals). You must have at least 1 Foundry in the originating settlement for the Mines to be counted.

Whew. Okay, let's look at an example.

Example: Metallus Cinder is tasked with establishing a goods trade route to the nearby kingdom of Ohgodontkillus. As planned, the route will cross six hexes: three will have Roads, two will be open Plains, and and one a patch of Desert. (There's a shorter route, if the Holy Empire of Pyrus built a Road through the two hexes of Forest between the kingdoms, but without one, that path is impassible for merchant caravans.) The Trade Route Length (TRL) is, thus, 9. (3 for the hexes with Roads, 4 for the two hexes of Plains, and 2 for the hex of Desert.) 9 divided by 10 is .9, and in Pathfinder, we always round down; thus, the Route Modifier (RM) is 0. The Holy Empire is Pyrus is currently only size 4, so the Length Modifier (9 - 4) is 5.

So, to recap: TRL = 9. RM = 0. LM = 5.

When his merchants arrive at their destination, he makes an Economy, Loyalty, and Stability check. The Holy Empire's base Control DC is currently 27, and the originating settlement--Burnopolis--has a Corruption score of 4 and a Productivity score of 6. Thus, following the above formula for determining these checks' difficulty, the DC for the checks will be 30. (27 + 4 + 0 + 5 - 6.)

Metallus succeeds at the Stability and Economy checks, but fails the Loyalty one. He successfully establishes the route. For the next year, the Holy Empire's Economy will increase by 1, and his merchants return home with 5 BP worth of profits that are deposited directly into the Treasury.


Okay, the next subject I'll be needing to address is the raising of armies. But that'll keep for a bit. For now, I've got NPCs to generate and finals to study for (in that order, to give you an idea of my priorities).
Last edited by Kavonde on Wed Jul 31, 2013 6:35 pm, edited 1 time in total.
PossiblyInsane

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby PossiblyInsane » Wed Jul 31, 2013 4:19 pm

Nova Vala NPC specs:

Ruler's Wife(he's 84, if he isn't already married he won't have much chance of getting one, although in his tribe polygamy was considered acceptable): Gnome bard, young, beautiful, but unintelligent.

Councilor: Gnome bard, fast talker.

General: Old gnome sorcerer, ranks in soldier, message cantrip for communication with army.

Grand Diplomat: Elf wizard

Heir: Gnome bard, has her mother's beauty and her father's brains and personality.

Magister: Charismatic elf cleric, head of movement studying the control of undead.

Marshall: Elf ranger, at home in the wilderness.

Royal Enforcer: Half orc fighter, solves problems by kicking down it's door and whacking it over the head until it ceases to be a problem.

Warden: Dwarf fighter
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Draxom

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Draxom » Wed Jul 31, 2013 6:05 pm

Kavonde wrote:Longer trade routes are harder to maintain than short ones. To determine the effective length of your trade route, hexes with roads (or rivers, with a Pier) count normally. Grassland and desert hexes count double. Water hexes (with a Waterfront) and highways count as half. This total distance is the Trade Route Length (TRL). Divide the TRL by 10 to get the Route Modifier (RM). Subtract the TRL from your kingdom's Size to get the Length Modifier (LM), with a minimum LM of 6.

...

Example: Metallus Cinder is tasked with establishing a goods trade route to the nearby kingdom of Ohgodontkillus. As planned, the route will cross six hexes: three will have Roads, two will be open Plains, and and one a patch of Desert. (There's a shorter route, if the Holy Empire of Pyrus built a Road through the two hexes of Forest between the kingdoms, but without one, that path is impassible for merchant caravans.) The Trade Route Length (TRL) is, thus, 9. (3 for the hexes with Roads, 4 for the two hexes of Plains, and 2 for the hex of Desert.) 9 divided by 10 is .9, and in Pathfinder, we always round down; thus, the Route Modifier (RM) is 0. The Holy Empire is Pyrus is currently only size 4, so the Length Modifier (9 - 4) is 5.

<ThatGuy>
I hate being "that guy" but...I think you have the wrong number for the minimum LM. you say 6 here, but the example has a 5. I looked it up in the piazo prd and it should be minimum 0. If your house-ruling it to 6 thats cool, i just wanted to clear it up.

Also...while I'm being "that guy." RedSun, You took a Garrison as your free building, I think that's a tier 2 building(requires a barracks first). please correct me if i'm wrong.
</ThatGuy>

I made this handy dandy spreadsheet of all the buildings for easy refrence...you can find it here. Fun fact, several buildings give a discount on the "Brothel"...I could not find the brothel in that list, no idea where to find it.

Edit: i found the brothel in the link Kavonde had in the initial post, It was not in the list provided by Piazo...wierd.
Last edited by Draxom on Wed Jul 31, 2013 8:18 pm, edited 1 time in total.
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Draxom

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Draxom » Wed Jul 31, 2013 6:12 pm

Kingdom of Midgard

History: After defeating the evil wizard Dorian the band of adventurers known as "The Guardians" finds themselves in possession of a floating tower. The group quickly decides to use their new found wealth to found a kingdom in the newly discovered Vale of Tears. The late wizard's former servants, having do better prospects, decided to join the new kingdom and swear fealty to the party. The group then traveled to a few nearby towns to pick up some of their old friends and contacts to help them manage the fledgling sovereignty.

Capital: Midgard - The floating tower, now called "The Eagle's Roost" for the giant nest Beleram made on it's turret, was anchored on the northern shore of a lake in the southern Vale of Tears. With fertile fields to the west and dense forest to the east the people started to build their capital. The tower was cannibalized for parts to use for other buildings. While it could still float, it could no longer move, and most of the defenses were broken down for parts necessary elsewhere.

Races: Various. Originaly founded with the former servants of an evil wizard, Midgard is now a refuge for any intelligent being searching for a better life.

Alignment: Neutral Good. The Guardians vowed to create a safe haven for all peoples to live and work. All are welcome, but those who break the peace will be punished harshly.

Social Organization: Magocracy. The party, being made up of mostly arcane casters, believes that only those with a connection to the magics of the world can truly understand how the world works. Therefore only those with strong magical abilities can rule effectively. People with out magic abilities are able to serve higher government offices, but the highest ranks are reserved for powerful magic users.

Buildings
Caster's Tower(Eagle's Roost) - Free
Shrine - 6BP
House x2 - 6BP
Pier - 16BP
Library - 6BP
Smithy - 6BP


The Guardians(PCs)

High Magi Draxom(Ruler) NG Asimar Summoner - The eldest son of a deposed duke in a far away kingdom, Draxom has some experience in running a town. After the peasants revolt that caused his family to flee their home land, Draxom's family earned a living working for a local academy. It was there that Draxom learned how to summon great creatures. It was also during this time that he met Torin, a paladin in training. Troin started filling Draxom's head with ideas of righting all the wrongs of the world and, upon graduation, convinced Draxom to join him in an adventuring career. While clearing some orc slavers out of some ancient ruins Draxom came upon Beleram, a giant eagle that had been captured by the orcs. Once freed, Beleram pledged a lifedebt to Draxom and has followed him ever since. After "inheriting" The Eagle's Roost from Dorian, Draxom convinced the other party members that the best way to ensure people could live safety was to establish a kingdom.

Warmaster Torin(General) LG Asimar Paladin - Torin and his parents were abducted when he was very young. His parents were quickly sold into slavery and separated from him. Since he was a child of a race that is very slow to mature, Torin did not sell well. He traveled with the slavers from town to town for several months before a band of adventurers shut them down. The adventurers freed the captives, most of whom went home to reclaim their lives. Since most children are sold with their parents, Torin was the only child freed by the adventurers. A human paladin named Atroen took pity on Torin and adopted him as his son. Atroen was a good father, he treated Torin well and taught him what he could in the use of a weapon. By the time Torin took his vows and started his paladin training Atroen was an old man, he would not live to see Torin become a full paladin. Torin left town with Draxom only looking to do some good in the world and to honor the memory of his adopted father.

Ambassador Zivendel(Grand Diplomat) NG Elf Magus - Zivendel is the son of a great elven wizard. When Zivendel was young his father adopted a Tiefling child that was carried into town by a dying man. For many years Zivendel's father trained both him and his tiefling brother in the ways of magic. Zivendel never quite got it though. One day, Zivendel saw the guards sparing in the courtyard; He decided to join them and loved it. From that day on he trained secretly with the guardsmen and openly with his father. When his father found out about the swordplay he threw Zivendel out on the streets. Zivendel's Loyal adopted brother, whom he had taught some sword play to, decided to join him as they mad their way in the world. Zivendel and his brother joined Draxom and Torin shortly after being thrown out by their father.

Court Magister Zurgat(Magister) TN Tiefling Wizard - Adopted brother to Zivendel. This grotesque creature has several scars from his early life that has left him with a thick, scaly skin and tattered, withered looking wings. Finding his appearance made social activities difficult, Zurgat instead devoted himself to crafting. Trained as a wizard, he could be found more often in a forge than in the library. Always working on some new project, Zugart seeks to better the world through his crafting. When Zivendel was thrown out for his martial training Zugart followed him, partly to find new materials and inspiration and partly to protect his brother from the harshness of the world.


Court(NPCs)

Councilor "Big" Ben Bunson
High Priest Torrin Stone
Marshal Dani Underfoot
Royal Enforcer Dukka
Spymaster Teegi Taktak
Treasurer Grissom Torvald
Warden Carrie Bouldercrag

I love the backgrounds Kavonde made for the NPCs, but including them would make the post super long...If you would like to see them, ask and ye shall receive.
Last edited by Draxom on Wed Aug 28, 2013 5:18 pm, edited 2 times in total.
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Kavonde
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Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Kavonde » Wed Jul 31, 2013 6:35 pm

Draxom wrote:<ThatGuy>
I hate being "that guy" but...I think you have the wrong number for the minimum LM. you say 6 here, but the example has a 5. I looked it up in the piazo prd and it should be minimum 0. If your house-ruling it to 6 thats cool, i just wanted to clear it up.


Whoops, yeah. I blame poor lighting. Good catch, man!

Also, yeah, Garrisons are upgrades from Barracks. Missed that, too.
Traiden
Location: Traveling

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Traiden » Wed Jul 31, 2013 6:40 pm

Where are the NPCs, will you message them to the players or have I missed something once more?
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Kavonde
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Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Kavonde » Wed Jul 31, 2013 6:45 pm

So far, I've only done Draxom's, since he's already got his 4 PCs drawn up. I sent their stats and descriptions via PM; I figure it'll be more interesting if folks don't know exactly what the other kingdom's leaders are capable of, at least not without spying on them. The stats are just a standard, generic stat block, and the descriptions are just a few sentences of fluff to give 'em some personalities you can play around with.

Tonight, if I'm still sane enough, I'll probably do RedSun and/or PossiblyInsane's, since they've posted requests for the NPC positions.
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Lachlan the Mad
Location: I come from the land down under, where women blow and men chunder

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Lachlan the Mad » Thu Aug 01, 2013 12:34 am

Okay, I'm gonna do my class & race requests for NPC positions. I can't be bothered thinking of names for them, but remember; in this kingdom, dwarves have Norse names, and Tengu have names which sound like crows gargling gravel.


Ruler's Wife: None. Hagen is still young (for a dwarf -- he's probably in his 40's), and while there may not be many dwarves in the Vale, I think I should probably still be able to leverage a marriage into diplomatic negotiations.

Councilor: The Councillor position in the Consortium will be the person appointed by the Clan Assembly to bring news to Hagen. Let's make them a Tengu, there aren't enough Tengu in high positions in the Consortium.

General: Some old grumpy dwarf man. Probably a Fighter.

Heir: None at present.

High Priest: Dwarf cleric. Since Hagen is the head of the church, this is probably a ceremonial position (at least in theory). Kind of like the Archbishop of Cantebury -- Hagen is still his boss, but Hagen can't be bothered with the day-to-day activities of the priesthood.

Marshal: A Tengu Ranger. I'm considering appointing an official Marshal as part of my activities on the first turn, but you should probably assume that he/she exists already, and that my official appointment is just some silly fluff.

Royal Enforcer: I'm thinking more "Chief Justice" than "Bounty Hunter" here. He'll be a Lawful Evil Dwarf who believes in really, really harsh justice.

Treasurer: I dunno. Some dwarf.

Warden: Let's go for a female dwarf paladin. For the lols. She's not going to be happy with the Enforcer being an evil bastard.


And a question regarding Edicts; I would like to make some Edicts public and some of them private. This is mostly to give me an excuse to characterise my kingdom slightly better in the game thread. Is this okay, and is it something that other people intend to do?

EDIT: How come some people are starting with Houses? Aren't they Tier 2? I started with Tenements and the intention to upgrade them on turn 1...
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Kavonde
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Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Kavonde » Thu Aug 01, 2013 1:09 am

Ah, I shoulda clarified that. The free building has to be tier one; the starting BP can be spent as desired, including to build T2 buildings.

And I'm gonna need to do a post on how turns will go, ASAP.
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Draxom

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Draxom » Thu Aug 01, 2013 2:25 pm

Also, according to the rules, you can build straight to a tier 2 build by paying the full listed price. If you build a tier 1 building first you only have to pay the difference.

Example: you can pay 52 BP to build an Academy, or you can spend 6 points one turn for a Library then 46(52-6) the next turn for the Academy.

I don't know if the build edict limit would come into play here. A starting kingdom can only issue one build edict per turn, and an Academy could conceivably require 2 edicts(Library, then Academy). I guess that's a question for the DM.

Note: it's been a slow week at work...I've been reading the rules a lot.
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Lachlan the Mad
Location: I come from the land down under, where women blow and men chunder

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Lachlan the Mad » Thu Aug 01, 2013 2:48 pm

Draxom wrote:Also, according to the rules, you can build straight to a tier 2 build by paying the full listed price. If you build a tier 1 building first you only have to pay the difference.

Example: you can pay 52 BP to build an Academy, or you can spend 6 points one turn for a Library then 46(52-6) the next turn for the Academy.

I don't know if the build edict limit would come into play here. A starting kingdom can only issue one build edict per turn, and an Academy could conceivably require 2 edicts(Library, then Academy). I guess that's a question for the DM.

Note: it's been a slow week at work...I've been reading the rules a lot.

Dammit dammit dammit. Gotta read more of rules.

I hereby cancel all of the buildings that I have ordered and I'm going to re-spend my city points on other stuff. I want that Endless Spring at city creation!

Oh, question; we start with all of the hexes adjacent to our city Explored, but do they count as Cleared or not?
PossiblyInsane

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby PossiblyInsane » Thu Aug 01, 2013 4:09 pm

Lachlan the Mad wrote:Dammit dammit dammit. Gotta read more of rules.

I hereby cancel all of the buildings that I have ordered and I'm going to re-spend my city points on other stuff. I want that Endless Spring at city creation!


I think I will echo this and be sure to read more of the rules this time. Herp a derp.

Learning Pathfinder in a week is hard. :|

EDIT: Here is the new building list for Four Waters

free: Town Hall - Economy +1, Stability +1, Loyalty +1, Law +1, discounts Barracks, Cistern, Dump, Jail, Watchtower

16 BP: Pier - Economy +1, Stability +1, Crime + 1, Base Value +1000gp

3 BP: House - Unrest -1

3 BP: Barracks - Unrest -1, Law +1, Defense Value +2

4 BP: Brothel/Dance Hall - Economy +1, Loyalty +2, Unrest +1
(I think the Brothel might have been changed by Paizo to the Dance Hall in their list for some reason, as their stats are identical)

8 BP: Shop - Economy +1, Productivity +1, Base Value +500gp

6 BP: Mill - Economy +1, Stability + 1, Productivity +1

Total Bonuses: Economy +5, Stability +3, Loyalty +3, Unrest -1, Defense Value +2, Base Value +1500gp, Productivity +2, Law +2, Crime +2, Corruption +1

0 BP left over.
Last edited by PossiblyInsane on Sun Aug 18, 2013 3:47 am, edited 4 times in total.
Traiden
Location: Traveling

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Traiden » Thu Aug 01, 2013 4:24 pm

I thought it would be a simple step over from 3.5 but nope. It does not help that it has been a while from when I last played 3.5.
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Draxom

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Draxom » Thu Aug 01, 2013 8:26 pm

PossiblyInsane wrote: Here is the new building list for Four Waters

free: Town Hall - Economy +1, Stability +1, Loyalty +1, Law +1, discounts Barracks, Cistern, Dump, Jail, Watchtower
16 BP: Pier - Economy +1, Stability +1, Crime + 1, Base Value +1000gp
3 BP: House - Unrest -1
3 BP: Barracks - Unrest -1, Law +1, Defense Value +2
4 BP: Brothel/Dance Hall - Economy +1, Loyalty +2, Unrest +1
(I think the Brothel might have been changed by Paizo to the Dance Hall in their list for some reason, as their stats are identical)
2 BP: Dump - Stability +1
8 BP: Shop - Economy +1, Productivity +1, Base Value +500gp
6 BP: Economy +1, Stability + 1, Productivity +1
Total Bonuses: Economy +5, Stability +4, Loyalty +3, Unrest -1, Defense Value +2, Base Value +1500gp, Productivity +2, Law +2, Crime +1

8 BP left over.


You're actually over by 2BP for the initial set up.

Kavonde wrote:This Settlement will have one free basic building of your choice (IE, no Tier 2 or 3 buildings like Academies or Universities), costing up to 30 BP. You will also have 40 BP to spend on additional buildings. (These will start the game already built, natch.) Any of this BP not spent on initial buildings will be wasted; spend wisely.

(Here's a handy list of building types and BP prices, until I can write up my own.)

Each kingdom's Treasury will start with an additional 50 BP, to be spent or saved normally.


We have 40 BP to spend before the game starts, then 50 more given to us on the first turn.

Also, I agree that the dance hall and brothel are probably the same thing. weird that the changed the name without updating all the discount lines.
PossiblyInsane

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby PossiblyInsane » Thu Aug 01, 2013 9:00 pm

Draxom wrote:You're actually over by 2BP for the initial set up.


We have 40 BP to spend before the game starts, then 50 more given to us on the first turn.


Edited away, thanks. I misread that as 50 before the game starts. I have only insomnia to blame.
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Lachlan the Mad
Location: I come from the land down under, where women blow and men chunder

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Lachlan the Mad » Thu Aug 01, 2013 11:57 pm

One of my characters now speaks 14 languages.

...Tengu are awesome :)
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Draxom

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Draxom » Fri Aug 02, 2013 1:53 pm

I finally found a slightly better character sheet for Google Docs.

Tuna Matrix's Pathfinder Character Sheet Gold 1.0

Select your class and the sheet marks off class skills, saves, BAB...all that stuff. The formulas seem to be a bit more logical(no more putting in your feats on a reference page.) I hope this helps any one still struggling with character creation.
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Kavonde
Location: Bakersfield, CA
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Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Kavonde » Sun Aug 04, 2013 6:53 am

Hey, guys, sorry about the delay in getting NPCs done and reviewing characters. Had a few distractions over the last couple of days that sort of interfered with my process.

I can pretty much guarantee that I won't get much done tomorrow--'nother busy day--but Monday will be my "catch up on all of my GMing duties so we can get this started" day.
RedSun
Location: Hayward, CA

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby RedSun » Mon Aug 05, 2013 2:58 am

I'm finalizing my character sheets, and I should have them by tomorrow. That said, two quick questions:

I'm using google docs, and I don't think I have room to type out what certain feats/traits do. Can I assume you're going to google everything, or should I try and get a brief description down on everything?

When calculating ability scores, do I add the extra points a character gets at levels 4 and 8?
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Kavonde
Location: Bakersfield, CA
Contact:

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Kavonde » Mon Aug 05, 2013 7:50 am

Yup
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Draxom

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Draxom » Fri Aug 09, 2013 2:26 pm

Out of curiosity, any idea when this thing will be getting started?
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Lachlan the Mad
Location: I come from the land down under, where women blow and men chunder

Re: Pathfinder: Settling the Vale of Tears (OOC and Rules St

Postby Lachlan the Mad » Fri Aug 09, 2013 11:16 pm

I'm still stuck on two characters. I had nearly finished my level 7 character, but owing to my computer technical problems (see the "cavalcade of mouse problems" thread on the Twenty Sided Board) I had to take my regular computer into the shop, and it carried my character generator with it. :(

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