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Yora
2013-06-01, 06:19 AM
So, this book is out since last week and the pdf is available since wednesday. Also, as it is Paizos policy, all of the crunchy bits will be added to the PRD eventually (it simple takes some time to do all the linking and formatting), and this is a very crunchy book.

I really like it and I seem to be agreeing on that with the vast majority of people posting in the paizo forums. I think this really has the potential to become heavily used in the future, as there are many great things in it.

The first and largest part of the book (at 68 pages) is Character Backgrounds, which is all about Traits and randomly generating Traits, and some Story Feats. Story Feats are mostly like regular feats, but they include a story prerequisite, like having some event happening to you, or having certain Traits. They also include a specific goal and once that goal is met the benefit of the Feat improves. I'm not a fan of Traits and think they shouldn't have been introduced in the first place, so there isn't really anything for me in this part of the book. But that still leaves 180 pages of greatness.

The second section is called Downtime, but I think that's a bit of a misnomer, because there's really a lot to do while not killing monsters in a dungeon. Most of these options are actually in the third section. The second section itself is all about creating and running your stronghold and assembling employees, followers, or even your own private army.
Instead of doing it all with just gold pieces, these businesses and rganizations run on four resources, similar to an RTS. Goods, Influence, Labor, and Magic. Goods is simply material stuff. Building material, food, trade goods, equipment, supplies, and so on. Influence is basically a measure of how many favors you can call in to help you with getting your base or business established and running. Be it paperwork, business contacts, or your reputation with the populace when it comes to get people to work for you. Labor is similar to Influence, but simply applies to getting laborers to build your buildings. Finally Magic is a specialized form of Goods and represents stocks in magical ingredients, minor potions, and scrolls, that are not counted individually.
These resources are generated by your businesses and employees as they work, but I think they also make for great treasures or quest rewards. If you complete a quest for the people of a town, you should not only get your payment in gold pieces, but also increase your Influence for the region. Similar, if you kill an evil wizard in his tower and loot his place, you not only get magic items as treasure but could also increase your Magic by 4 or 5 points by raiding his alchemy lab. Finally, if you really need a resource that you just can't wait for to earn, you can always offer someone a big amount of gold. Getting resources in cash takes no time, but costs twice as much as the investment you would have to make if you would have your workers generate it for you.

Your businesses consists of rooms and teams. A room is something like a bar, infirmary, or alchemy lab, that comes with all the neccessary equipment and supplies, as well as unskilled laborers that can provide the absolute minimum of services. A team is a group of 1 to 5 specialists that you can either send out into town to find someone who needs their skills, or you can have them work in one of your rooms. If you hire them out, they only bring in half the profit you would make from having them work from a room you are providing. A team is in addition to the generic unskilled laborers (which are neither counted nor tracked in any way) and does not replace them, which makes tracking the whole thing a lot easier.
Every day, your rooms and teams generate some gp, but you can also order them to special tasks, which result in generating Goods, Influence, Labor, or Magic instead. For example, you could order the soldiers of your bodyguard service to go hunting for bandits outside of town, generating Influence. Because of that, they wouldn't make any money that day from their regular work, so you don't get any profit in form of gp for that day. But you still would have to pay their wage, food supplies, and so on for the day, so you actually have to pay some of your own money, depending on how much Influence they made for you that day. Or as another example, you could have a bar that normally sells drinks to customers generating money for you, but you might order them to host a special event at your cost where the drinks are half-price or for free. You get Influence with the locals, but you have to come up for the expenses and loss in profit.
Even if you don't really want to run a business, the system still looks quite fun to simply build your own stronghold. The rooms and teams all make good interiors and staff for a small keep you are building just for yourself. Simply don't rent and hire them out to the public. I keep thinking that there should be some cost involved to have a bunch of guards sit around your front hall all day, but as of now there doesn't seem to be any rule for that. A simple solution would be to have them cost the same amount of profit they would have made if they had been working. Since that's not a lot of coin, high level PCs should be able to afford it easily. (For example, 5 elite guards generate about 14 sp of profit every day. Having 10 of these guys in your stronghold would be only 48 gp per month with that fix, no problem for a 10th level character.)

The system is kept relatively simple and people have pointed out quite a number of things that are not entirely clear or require some handwaving from the GM, but I think that's overall more of a strong point than a problem. As a fun activity at the side, these things should be very easy and quickly to run, as they are still side activities to your primariy vocation as adventurer, mercenary, and so on. It all seems very easy to simply wing it.

The third section is called Campaign Systems and consists mostly of optional and alternative rules to cover certain things. There's things like bargaining, contacts, honor, investment, lineage, retirement, and retraining, as well as more elaborate explainations for magic item creation. Many of these seem to overlapp in some way and I don't see any group using all of these at the same time. But there's a couple of interesting ones and most groups should find something they could be using in their games.

The last section is Kingdom Building and Armies, which are an expanded version from the Kingmaker Adventure Path. Running a Kingdom is pretty similar to running a business. Many things have their analog in the Downtime system, with the major difference being that you also control territory on your land. There is only a single resource called Build Points, which you use to pay for everything. Your lands and the businesses within your realm generate Build Points in form of taxes and so on, but you can also convert gold pieces to more BP if you are running short on resources. There is no direct way to convert the Goods, Influence, Labor, and Magic from the Downtime rules into BP, but you could always look up how much it would take to buy said resources, convert them into gp, and convert those into BP.
Army rules are very simple and a single army works basically as a simplefied swarm. As I see it, it's not meant to be a separate wargame, but rather a way to very quickly convert whatever NPCs and monsters you have into easy to manage units that are ready to go almost instantly. What I like is that an army can consist of a single creature, so you can for example have a hundred elven archers try to fight a dragon without ending up in endless dice rolling. I see myself using army rules probably quite a lot, just to see what is going on while the PCs are off doing their special missions at the side of the battle. In your Magnificent Seven Samurai scenario, you could have the PCs defend the front gate of the town, while you have villagers and raiders having two army battles on the pallisades in other parts of the town. Only when the villagers are about to loose, a runner comes to the PCs to tell them they need backup, at which point the army battle becomes a regular encounter in which the PCs take part as individual combatants. Army rules seem like a good way to run fights in which the PCs are not actively participating themselves.

That said, I'd like to hear what other people here are thinking about it. Or you might ask questions which I and probably some others could try to answer.

Scowling Dragon
2013-06-01, 06:28 AM
I would actually say that the abstract, yet still focused rules for building....building, are actually very good. It doesn't get obsessed over details (Exact money for room dimensions), yet it still gives rules for a SOLID big picture approach, and the Magic, Influence, Labor explains how could villagers build buildings when they cost so much money in pure GP.

The Mass combat rules are too simple for my taste, but thats a "For my taste" thing. I still see allot of merit in its simple design. Plus I use Warpath (Or actually a guys modded version of the rules thats free for anybody who asks me about it) to get my mass combats running.

Generally a VERY big win of a rulebook. I find myself will be using it ALLOT.

Soras Teva Gee
2013-06-01, 11:37 AM
Nabbed this and at first light read through seems a whole lot of nice tools for expanding the breadth of your campaign to more then dungeon crawling. Which is always a good thing.

I suspect this book will become a standard for all GMs before long.

137beth
2013-06-01, 11:58 AM
I haven't had the chance to get it yet, but I had high hopes for a book which focuses on expanding campaigns beyond combat/dungeons. I'm glad its being met with positive reviews, I might have to get it.

Kudaku
2013-06-01, 12:59 PM
I picked this book up and I'm having a blast with it just working stuff out by myself.

I feel like maybe the editing is a little bit too efficient (having teams and rooms work with the same rules causes some strange results at times), but overall I find it incredibly useful and full of good ideas.

I can't wait to see the first Adventure Path that takes Ucmp into consideration and actually includes time set aside for downtime.

Starbuck_II
2013-06-01, 01:08 PM
You can get a good background start with random rolling:
http://forum.rpg.net/showthread.php?690497-PF-Ultimate-Campaign-Life-is-random

1) Pick your race. Roll homeland, parents, siblings, circumstance, parents profession, and major childhood event randomly.

2) Roll 4d6, dropping the lowest, six times. Put them /in order/, into Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. No picking what number goes where. You can make one swap between two attributes, but that's it.

3) Pick your class. Roll for a random background, and associate.

4) Roll for conflict randomly and use it to determine alignment.

5) Pick a deity. Roll for any romantic relationships, two relations with fellow adventurers, and a drawback, though you don't have to take the trait linked to the drawback if you don't want to.

6) Pick two traits, choosing from /only/ traits you have gained access to from your background. If you took a drawback, you can take a third trait. You can also take a story feat, which counts as two traits.

Yora
2013-06-02, 04:34 AM
One thing that some people noted is that the rules don't seem to cover what happens if you let your employees work just for you as servants and guards. They hardly could make you a profit that way.

What about using the hireling wages from the normal Equipment lists? Wouldn't those apply in that situation?

As much as I love the book, it's starting to become evident that there is lots of stuff in it that requires explainations that are either in a completely different place or not included at all. People on the paizo forums are asking tonnes of questions regarding such things.

Kudaku
2013-06-02, 08:53 AM
People on the paizo forums are asking tonnes of questions regarding such things.

I am one of those people - yeah, it feels like they were stretching a bit when they wanted teams and rooms to use the exact same rules. It makes it easier to remember the rules themselves, but there are some strange results of it.

For instance, rooms or buildings don't require upkeep. Ever. The rules assume that you'll always be using the room to produce some kind of goods and so those rolls include upkeep either in expenses (producing influence, for instance, costs 15g per unit of Influence) or it's fluffed away before income (if producing gold). Now what happens if I own an inn but it is abandoned? RAW, as near as I can tell, that inn can stand empty for a hundred years but still be perfectly serviceable as soon as I hire some simpletons to run it, and it won't cost me a CP in upkeep.

As for teams and salary... I'm guessing they fluffed it away (again) in order to keep the rules simpler (instead of adding up a daily cost for each employee, which would both be annoying and slightly depressing), so I like to think of the recruitment fees as long-term salary, and then the same rules as buildings kick in (where salaries are either included in the expenses of whatever Capital you're trying to make, or hypothetically deducted before earnings), but again it doesn't cover what happens if you recruit a team but choose to either use it for your own benefit or let it be idle.

Maybe every year or so you repay half the original recruitment fee to represent salary for the year to come?

Yora
2013-06-02, 09:14 AM
I actually prefer this kind of abstraction. After all, this whole thing about building your strongholds and businesses is just a little extra on the side for fun. It's not meant to be a full secondary game.
Before the book, people would have paid once for a house and I think most GMs would never have thought about calculating maintainance costs. I think the degree of complexity suits me just fine overall.

Going through the army rules, I noticed that the baseline of "Medium unit = 100 soldiers" is very simple and easy to remember, but works well really only if you have very large numbers of rather powerful troops on the field.
The classic battle scenario that can show up in most games is the Seven Samurai setup, where you have a hundred villagers defending their village against 50 bandits.
100 commoners vs. 50 2nd level warriors is nothing in the army rules.

Villagers
Medium army (commoner 1)
hp 1; ACR 1/4
DV 10; OM +0
Speed 2; Consumption 1

Bandits
Small army (warrior 2)
hp 1; ACR 1/4
DV 10; OM +0
Speed 1; Consumption 1

It is very likely that in the first round of battle, one of each sides rolls a 10 or higher and the whole thing is over.
You could split them up into units of 10, resulting in 5 units of bandits against 10 units of villagers, but they still have only 1 hp each and 10 Defense and +0 Offense. And it does not get much better once you units of 10 hill giants or 25 ogres to the mix.

If you were to run mass battles in an E6 game for example, I would say to reduce the number of soldiers in a medium unit at least to 50, if not even 25. Then things should get a lot more interesting.

Raven777
2013-06-02, 09:23 AM
I like Retraining. Finally, Pathfinder doesn't depend on third party content psionics for that anymore...

Soras Teva Gee
2013-06-02, 12:17 PM
For instance, rooms or buildings don't require upkeep. Ever. The rules assume that you'll always be using the room to produce some kind of goods and so those rolls include upkeep either in expenses (producing influence, for instance, costs 15g per unit of Influence) or it's fluffed away before income (if producing gold). Now what happens if I own an inn but it is abandoned? RAW, as near as I can tell, that inn can stand empty for a hundred years but still be perfectly serviceable as soon as I hire some simpletons to run it, and it won't cost me a CP in upkeep.


Well so help me the Upkeep part of the Downtime system specifies that even when you have zero costs the GM can also add their own events. The example was the PC that while they made checks to retain/loose their tavern and shop, the house didn't need a check but did have a bat swarm living inside that the player would need to clear out.

When it comes to decay of buildings themselves I think not worrying about broad decay makes sense. The system is geared around days not years. And what happens to an abandoned building IRL is a matter of considerable variation. The Romans have provided some particularly extreme examples. People with secondary homes can leave one or the other for months at a time.

So rule of common sense would seem to be in order.

Arbane
2013-06-02, 01:33 PM
I like Retraining. Finally, Pathfinder doesn't depend on third party content psionics for that anymore...

How's it work?

Raven777
2013-06-02, 03:28 PM
How's it work?

http://www.d20pfsrd.com/basics-ability-scores/retraining

You can retrain a lot of things : entire class levels, feats, skill points allocation, spontaneous caster spells known. The cost is time and money. It's a lot like crafting in that regard, with added GM fiat for being able to find an appropriate trainer or not.

Kudaku
2013-06-02, 04:11 PM
Well so help me the Upkeep part of the Downtime system specifies that even when you have zero costs the GM can also add their own events. The example was the PC that while they made checks to retain/loose their tavern and shop, the house didn't need a check but did have a bat swarm living inside that the player would need to clear out.

When it comes to decay of buildings themselves I think not worrying about broad decay makes sense. The system is geared around days not years. And what happens to an abandoned building IRL is a matter of considerable variation. The Romans have provided some particularly extreme examples. People with secondary homes can leave one or the other for months at a time.

So rule of common sense would seem to be in order.

I like to think that the rule of common sense would always be in order :smallsmile:

And yes, I agree - the system works perfectly fine, and I want to say again that I really, really like Ucmp and I've been having a lot of fun with it over the last few days.
However I can't help but feel that they glossed over some things that it would be nice if they'd given some extra details on. Salaries for inactive teams, or even mentioning anything about salaries and/or how teams compare and interact with NPC services as listed in the CRB would have been nice.

Arbane
2013-06-03, 01:41 AM
http://www.d20pfsrd.com/basics-ability-scores/retraining

You can retrain a lot of things : entire class levels, feats, skill points allocation, spontaneous caster spells known. The cost is time and money. It's a lot like crafting in that regard, with added GM fiat for being able to find an appropriate trainer or not.

Thanks!

The 're'train hitpoints rules worry me a bit - what PC won't try to train that up to maximum? it's way cheaper than resurrection....

Psyren
2013-06-03, 02:53 AM
Thanks!

The 're'train hitpoints rules worry me a bit - what PC won't try to train that up to maximum? it's way cheaper than resurrection....

One who doesn't have 3 days of downtime per hitpoint and has access to a martial academy/monastery/higher-level combat instructor, of course :smalltongue:

And even if he has all of those resources, he may have other things to retrain with the time, like feats, class features, or even his entire archetype.