campaign_systems_kingdombuilding:build_points
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campaign_systems_kingdombuilding:build_points [2023/07/04 11:56] – removed - external edit (Unknown date) 127.0.0.1 | campaign_systems_kingdombuilding:build_points [2023/07/04 11:56] (current) – ↷ Page moved from campaign_systems2:build_points to campaign_systems_kingdombuilding:build_points johnb | ||
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+ | ====== Build Points ====== | ||
+ | |||
+ | ===== Overview ===== | ||
+ | Build Points are used across the Campaign Rules as a form of currency. | ||
+ | |||
+ | When you spend BP, you do much more than buy an asset. | ||
+ | |||
+ | 1 BP might consist of a load of timber, the labour of a few dozen workers, a spell or two from the local cleric, The local Lord’s good will, food to feed your workers and something to pay them with. And workers might be paid in land, rights, jobs, money or opportunity. | ||
+ | |||
+ | For Example: | ||
+ | |||
+ | Afterwards the builders might move out into the countryside (to some land the local lord has said you can use) and set up small holdings. | ||
+ | |||
+ | So really BP is ‘The Economy’ – and the number of BP you have represents the amount influence you have over the economy of your area. | ||
+ | |||
+ | Another time, 1 BP will represent a completely different set of resources you need to build something completely different – and the knock-on effect you have to the economy. | ||
+ | |||
+ | ++Example 2 - Public Baths| A number of settlers arrive and you tell them that they can stay - if they help build a Public Bath. In return some of them are allowed to set up small holdings around your town (you have to get food from somewhere) and others are allowed build themselves small houses in the town itself. | ||
+ | |||
+ | ++Example 3 – Small Holdings and Road| A group of settlers wants to live away from the town and are given permission to settle down in an area, so long as they build a road through it. If it is a hilly area, you might have to subsidise them while they build - that could mean diverting a BP (perhaps from taxation) into food and shelter for them while they get themselves established.++ | ||
+ | |||
+ | ++ Example 4 - Brothel| A group of ' | ||
+ | |||
+ | ===== BP vs GP ===== | ||
+ | |||
+ | ==== Overview ==== | ||
+ | |||
+ | First things first, buying and selling BP is neither easy or normal. | ||
+ | |||
+ | Build Points measure a player' | ||
+ | |||
+ | Worse still BP in different types of terrain | ||
+ | |||
+ | ==== Values ==== | ||
+ | |||
+ | You cannot just swap BPs for GPs - instead you must use the BPs to build something and then sell it on. The table below lists various sale and purchase guidelines for when you sell a property for cash. The left most column lists the type of hex - that should be self-explanatory. | ||
+ | |||
+ | There are big gains to be made from investing in a wilderness hex and watching it grow into a city. | ||
+ | |||
+ | ++NOTE: In The Stolen Land game| Anyone who is a member of The Midmarch Chapter of the Brevic Knights gets the preferential rate in the whole of Midmarch. Any other resident of Midmarch gets the Standard Rate. Any PC who wants to get established in a different area (such as Jovvox, | ||
+ | |||
+ | ^ Ratio ^ 125%^ 100%^ 75%^ 50%| | ||
+ | ^ ^ Purchase Price GP ^^^ | | ||
+ | ^Hex Type^ Outsider^ | ||
+ | ^Managed Wilderness (*)| 3750| 3000| 2250| 1500| | ||
+ | ^Semi-Wilderness| | ||
+ | ^Rural| | ||
+ | ^Small town (+)| 5625| 4500| 3375| 2250| | ||
+ | ^Large Town| 6250| 5000| 3750| 2500| | ||
+ | ^Small City| 6875| 5500| 4125| 2750| | ||
+ | ^Large City| 7500| 6000| 4500| 3000| | ||
+ | ^Metropolis| | ||
+ | |||
+ | |||
+ | **(*)** A Managed Wilderness Hex is one that is protected | ||
+ | **(+)** All items with a BP value which are not specifically related to a location (such as Boats, Mule Trains, or Magic), are sold at Small Town value (2250gp). | ||
+ | |||
+ | * Sale Price = What you get if you sell a 1bp property. (No matter who you are). ++BP that are not tied to a location| (Mule trains, Ox trains, Caravans, Boats and Ships)++ | ||
+ | * Preferred = The price you pay if you buy 1bp of property in an area where you receive preferential rates. | ||
+ | * Standard = What people with a stake in the settlement pay. (DELEM Trading own property in Brundeston, but they don't get the preferred rate) | ||
+ | * Outsider = People who have absolutely no link with the city pay this rate. (but probably only for their first purchase - after that they have a stake in the town) | ||
+ | |||
+ | ==== Limits ==== | ||
+ | |||
+ | There are limits to how many properties you can buy or sell in a given Campaign Round. | ||
+ | |||
+ | However, that is always at your DMs discretion. | ||
+ | |||
+ | ===== Initial Build Points ===== | ||
+ | |||
+ | ==== Stolen Lands Game ==== | ||
+ | |||
+ | **Advertising for settlers has been taken care of for you by Henry and the Lords of Brevoy - it means that you will each get 2 bp to start your own Stronghold/ | ||
+ | |||
+ | The thoughts below are just in case I (or a different DM) use these rules in a different setting. | ||
+ | |||
+ | ==== Start-up Scenarios ==== | ||
+ | |||
+ | Every kingdom or business needs to get a start somewhere and that means getting your first BPs from somewhere. | ||
+ | |||
+ | Whatever you decide to do, talk to your DM about it first and let them build it into the campaign. | ||
+ | |||
+ | ++++ DM Notes:| | ||
+ | |||
+ | Key abilities in the kingdom system are Int, Wis, Cha – use the best bonus from those three abilities. | ||
+ | - Be nice. Be on their side. When they find a ruined tower put it next to a river – that means they can settle other local hexes more easily. | ||
+ | - Remember it is a Role Playing addition and doesn’t really return any adventuring benefits – don’t charge them more than a few hundred gp to get started. | ||
+ | |||
+ | ++++ | ||
+ | |||
+ | Here are some thoughts: | ||
+ | |||
+ | **Take-over 1:** If you clear out a Bandit Gang from a wilderness stronghold, you could take it over and use it as a watch base to start your own stronghold. | ||
+ | ++ DM Notes| Two examples from my current game – a bunch of half orcs in a defended palisade, which eventually became an outpost, then a village with a fortified manor and eventually a small town. The Stag Lord’s Keep, from the Kingmaker module, which (eventually) grew into a fortified city.++ | ||
+ | |||
+ | **Take-over 2:** The local lord might ask you clear out a bunch of Bandits | ||
+ | ++ DM Notes| An example from one of my earlier games - An out-of-town winery had been abandoned and became a haven for rustlers. | ||
+ | |||
+ | **Advertising: | ||
+ | ++ DM Notes| (In my recent Kingmaker game, this was done by the ‘powers that be’ on the players' | ||
+ | |||
+ | **Organisations: | ||
+ | ++ DM Notes| Some religions will want to send settlers to build a shrine or chapel, but will want something in return. | ||
+ | |||
+ | **Background: | ||
+ | ++ DM Notes| In my recent Kingmaker game, a character from a well-developed Noble family married another character with a well-developed family background. Their reward, for good backstory development and good RP, was a wedding gift of 2bp, specifically to develop a ‘nice home’ as the bride’s dowry. | ||
+ | |||
+ | **Purchase: | ||
+ | |||
+ | **Loan:** Sometimes, you might not have the money when you want to invest in some advertising or buy an existing property. | ||
+ | |||