Re: Using the Pathfinder Kingdom Building rules with GURPS
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General: Intelligence Analysis, Tactics, Savoir-Faire (Military), Soldier, Strategy Spymaster: Current Affairs (something), Acting, Cryptography, Intelligence Analysis, Streetwise And some questions: Marshal: I don't understand what this roles intended to stand for. Treasurer: Same. Looking at suggested skills, it is an attempt to merge into one an actual treasurer and an economics counsilor. |
Re: Using the Pathfinder Kingdom Building rules with GURPS
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Re: Using the Pathfinder Kingdom Building rules with GURPS
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"Warden: Administration, Criminology, Law, Savoir-Faire (Commoners), Streetwise" is good as it is from my point. Quote:
"Treasurer: Accounting, Administration, Economics, Finance*, Market Analysis" is in desperate need of Current Affairs (Business). Though there is no need for that to be included in talent. |
Re: Using the Pathfinder Kingdom Building rules with GURPS
Sorry for necroing this thread, but it is very relevant to my current game and I like what you're doing here.
Question: in the original PF rules, Control DC for a check is "20 + the kingdom's Size in hexes + the total number of districts in all your settlements + any other modifiers from special circumstances or effects" - this makes larger kingdoms much harder to control. How would you reflect this using GURPS mechanics since we want lower numbers instead of high? Friend of mine also had a neat idea regarding the kingdom stats: treat them similarly to a Stability Roll as in vehicles. So if you are just starting out and have a Stability of 6, then a control roll that fails by less than that is just a minor fail (increase Unrest by 1?) but a fail of greater than this triggers some sort of Unrest event? |
Re: Using the Pathfinder Kingdom Building rules with GURPS
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Re: Using the Pathfinder Kingdom Building rules with GURPS
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A DC 10-12 of is about the same as no skill penalty in GURPS(Ie a minimally trained but still have skill average person will fail half the time if under stress) and a -2 is about DC 15, as a "normal person professional skill" is about 12 in GURPS and a "non adventurer professional skill" is about +5 in D&D, so the -2 and DC 15 will cause failures half the time under stress for a "basic professional" After that it gets tricky as the scaling factor depends on your view of the power levels. But in lower power campaigns maybe half the DC raise works best so each +2 DC over the base is -1 to rolls. In high powered campaigns(like my current fantasy campaign) I go with 1 to 1, that is each higher DC is -1 to the roll. But note that a DC 25+ is something that in D&D/Pathfinder will "never" succeed for the average minimally trained person and DC 20 is failing almost every time. Quote:
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Re: Using the Pathfinder Kingdom Building rules with GURPS
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Which sounds really convoluted when I type it out... |
Re: Using the Pathfinder Kingdom Building rules with GURPS
My campaign using these rules ended earlier this year. Since it was requested by Private Message, here is some feedback.
First of all, the bookkeeping was too much. One of the players created a custom spreadsheet for this, but making domain turns took a lot of time out of the game, for little real gain. Furthermore, the colony quickly accumulated massive bonuses that made it pretty much impossible to fail any rolls - they built up their settlements while keeping their territorial expansion small, at least initially. The problem was not so much with the GURPS rules interface, which IMO worked reasonably well, but with the Pathfinder Kingdom Building rules. These rules have a lot of good ideas, but in the end I wouldn't use them again. |
Re: Using the Pathfinder Kingdom Building rules with GURPS
I have actually been writing something similar recently and have peeked at the Pathfinder rules for inspiration. I'll present it soon enough. It uses City Stats, a few extra values to track civilian moods, and I try to use invention rules for construction projects.
We'll see where I get. |
Re: Using the Pathfinder Kingdom Building rules with GURPS
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