Morithias
2013-09-20, 06:01 PM
I was flipping through Ultimate Campaign when I came across something I hadn't seen before. On page 201 under "Ruler".
"If you have the Leadership feat, the bonus from the feat applies to all kingdom attributes you affect (one, two, or three attributes, depending on the kingdom’s Size)."
Now my group usually plays what we call "3.K" which basically means "pathfinder where stuff from 3.5 is allowed".
Okay let's say you're a level 4 human. One level in some class, and La +3 from fire souled template.
Let's say you start with a charisma of 14 + 2 human + 2 magic blooded + 4 fire souled. Charisma score of 22 for (+6)
Then as your level 1 and human feats you take "Noble birth" (+2), and "Rulership" (+4).
Your charisma score is +6, and your Leadership score is +4 (level) +2 (noble) +4 (rulership), for +10, +16 if the charisma bonus on your leadership score stacks.
What this means is that your ruler now gives the kingdom a +16/+22 bonus to loyalty, the instant she starts an empire.
The Control DCs for an empire are "The base DC for a control check is equal to 20 + the kingdom’s Size in hexes + the total number of districts in all your settlements + any other modifiers from special circumstances or effects."
So basically when you start a new empire, with literally nothing in it but one small village the DC is 20 + 1 + 1 = 22.
1d20+16 on a DC 22 check, and this is on the ruler alone. Without getting into any of the rest of the council's bonuses on loyalty, economy, stability, etc, and before you place any buildings that affect loyalty.
Quite frankly, having a kingdom where the people don't rebel is a joke in kingmaker. Especially when you consider that there's only one loyalty/stability score for the whole kingdom. You don't check loyalty for each race like you do in AEG Empire.
Realistic? Maybe not. But this is gaming, and it wouldn't be very fun if the pieces could rebel now would it?
"If you have the Leadership feat, the bonus from the feat applies to all kingdom attributes you affect (one, two, or three attributes, depending on the kingdom’s Size)."
Now my group usually plays what we call "3.K" which basically means "pathfinder where stuff from 3.5 is allowed".
Okay let's say you're a level 4 human. One level in some class, and La +3 from fire souled template.
Let's say you start with a charisma of 14 + 2 human + 2 magic blooded + 4 fire souled. Charisma score of 22 for (+6)
Then as your level 1 and human feats you take "Noble birth" (+2), and "Rulership" (+4).
Your charisma score is +6, and your Leadership score is +4 (level) +2 (noble) +4 (rulership), for +10, +16 if the charisma bonus on your leadership score stacks.
What this means is that your ruler now gives the kingdom a +16/+22 bonus to loyalty, the instant she starts an empire.
The Control DCs for an empire are "The base DC for a control check is equal to 20 + the kingdom’s Size in hexes + the total number of districts in all your settlements + any other modifiers from special circumstances or effects."
So basically when you start a new empire, with literally nothing in it but one small village the DC is 20 + 1 + 1 = 22.
1d20+16 on a DC 22 check, and this is on the ruler alone. Without getting into any of the rest of the council's bonuses on loyalty, economy, stability, etc, and before you place any buildings that affect loyalty.
Quite frankly, having a kingdom where the people don't rebel is a joke in kingmaker. Especially when you consider that there's only one loyalty/stability score for the whole kingdom. You don't check loyalty for each race like you do in AEG Empire.
Realistic? Maybe not. But this is gaming, and it wouldn't be very fun if the pieces could rebel now would it?