House Rule Discussions.   Posted by DM.Group: 0
 GM, 2964 posts
Thu 11 Apr 2019
at 08:17
House Rule Discussions.
As Midmarch is developing and the Player Base is changing - We need to refine the Kingdom/Downtime rules.

The current rules don't deal with Downtime well, they don't have an exchange rate between BP and GP (although we have that fairly nailed down now) nor do they deal with transactions and relationships in the world outside of Midmarch.

This thread will lay down my ideas and concepts - and will change as I consider to comments, thoughts and suggestions from you guys.
 GM, 2965 posts
Thu 11 Apr 2019
at 08:20
BP / GP exchange rate
This has been expanded and implemented at

Currently set at:

A Midmarch BP is worth 5000gp of goods, influence, permissions, labour etc.  IF you need to convert BP into cash - you can realize 2500gp/bp.  However, this puts a strain on the local economy and rates may decrease, and you may face local dissent, if you do it too often.

This message was last edited by the GM at 11:02, Tue 02 July.

 GM, 2966 posts
Thu 11 Apr 2019
at 08:23
Calendar and Crafting
  • Three Kingdom turns, two adventuring turns and one 'Winter' turn  per calendar year.
  • Each Kingdom Turn will have 20 days free in which you can Craft or pursue Professional interests.   The rest of the time will be taken up running Businesses, Civic Duties, carrying out background tasks for Henry and undertaking the normal training and practices that all Characters have to fond time for.
     1) Crafting weeks  will consist of 6 days - which mirrors the effect of most NPcs getting at least one day a week off.  This is the equivalent of 10 weeks across the year or one fifth of the working time available to a full-time craftsman.
     2) A modified version of the 'Accelerated Crafting' rule, will allow you to increase the crafting DC to (Skill Modifier + 10), so long as you use 'Take ten' to craft.
  • However, there will be restrictions on levels of and types of components available to you.
     1) Items for most mundane crafting will not be restricted.
     2) Ingredients for Alchemical Crafting will be restricted (but I haven't written the lists yet)
     3) Magic Crafters will be able to buy material Components worth 75% of the base value of Tusk.  This means that you will be able to create some of the best quality items available in the area.
  • You will be allowed to sell items to other PCs via an 'exchange' -  which will take a percentage of the sale price.
     1) You can buy/sell for GP, negotiate over price, and  'swap'  items.
     2) BPs might be included in the arrangements later - when we have concluded the Trade Thread.
     3) the exchange takes a 5% cut of the final sale price -  or the lowest book value if a swap is agreed (that means someone has to find the cash)
  • There will also be restrictions and benefits related to the elements of the kingdom Building rules.
     1) I  am thinking that landlords of rented properties will not permit crafting -  unless you pay a regular fee to rent and extra room.
     2) If you own an appropriate craft workshop (business) you get the benefits of proper tools/lab.  A MasterCraft Workshop gets the benefits of masterwork tools as well.  An Exotic Artisan gets an extra +2.
     3) A similar rule (when I work it out will apply to magic crafting)
  • There will be a thread (or maybe more than one) where you will be required to post (In Private Lines) the calculations that you have used in your Crafting / professional work.

We need to consider how entourage assistants can help.
 GM, 2967 posts
Thu 11 Apr 2019
at 08:25
 Under my Campaign Rules, which try to pull the Kingdom and downtime sections into one, Influence replaces Reputation in the published Paizo downtime rules.

So far, Influence has measured your influence in the Local Economy, the Midmarch-BP area. Henry (the governor), House leMaistre, Tusk Council, Ringbridge & V&A shipping are the most influential organisations – with the individuals who control those resources as the most  influential people.  Of the PCs:  Adoven (who controls V&A) is the most influential individual in Midmarch -  followed by Marik, Cass, Andalon, Pipre and Safiya.  Apart from Henry, the only NPCs with similar influence values are Cyrus, Rikka and Borric.

The table on the Wiki, is an indicator of where people were (in terms of Midmarch Influence) two Kingdom Turns ago – However, I am in the process of updating things.

Currently,  a PC’s Influence Score is based on :-   Level, the titles you have, the amount of land you own and other elements based on defence points, merchant bases and the number of ‘upscale’ houses you own.

I am intending to change the Influence modifiers to give bonuses for some feats and traits for principle characters and taxable economy, which might lead to an increase in Merchant House benefits.  I also intend to restrict the modifiers that  Noble Houses get from NPCs under their control.  This should have the benefit of shifting the Influence balance towards PCs and away from my NPCs.  It will also give more influence to those PCs who are more active in the Kingdom side of the game.

Once that is resolved, I am going develop some rules concerning how Midmarch Influence translates to other areas.  This will be based on:-

Size of the main settlement. The larger it is, the less influence you will have.
  • Distance: The further away it is, the less influence you will have.
  • Ease of transport:  The harder it is to travel there, the less influence you will have.
  • Size: In a large settlement, there are more wealthy people for you to compete with.
  • Relationship with Midmarch:  If you are at war with them (etc)  the less influence you have.
  • Personal relationships with the area – Contacts, RP etc etc.

Decisions will be made on the size/distance/difference between Tusk and the major settlement in the area.  At the moment – this will include New Stetven, Restov, Brunderton, Varnhold, Fort Drelev, Jovvox, Minon & Pitax (being the ‘close’ towns/cities that you have come into some sort of contact with.)

As part of the Merchant House Rules - ships that travel longer distances and pass more towns -  increase a merchant's Influence/Reputation in  a settlement.

This message was last edited by the GM at 05:45, Mon 13 May.

 GM, 3008 posts
Tue 30 Apr 2019
at 05:53
Merchant Houses
These rules have been implemented, with minor changes and enhancements, at

Capacities for 'base buildings' has reduced to :-

Serai 5
Jetty 6
Caravanserai 11
Pier 13

Upgraded a 'Caravan' to be a 3bp transport, to make it the land based equivalent of a Trade Ship (Keeler)
Added  'Ox Train' as a 2bp transport method.  It is the land based equivalent of a Shallop.

Changed to using names of vessels rather than descriptions.

Note: Water based trade is always going to be more effective and influential that land based.  It will be interesting to add Sea based trade at (some point)  Just for completeness.

Local   1    
Trade Caravan   1    
River Boat   1    
Sailing Barge   2    
External Trade Route (Local)11121Smallest base is local base  
External Trade Route (Town)22242Smallest base is town base  
External Trade Route (City)33363Smallest base is city base  

External Trade Route.   when a single trader has a base (of any sort) in a  City or Large Town and a direct route  to another base – that is In Range  –  in a City or Large Town on a trade route.    Villages and Small Towns don’t.

The consumption modifier goes to the Town / Settlement council that hosts the settlement each end of the connection.  The consumption modifier is controlled by the type of base in their settlement.  They may only gain this benefit once -  even if multiple merchants establish trade route links.

Fishing Boats and Mule-Trains have a range of 5 hex
Shallop and Ox-Trains have a range of 10 Hex
Caravans, Riverboats and Sailing barges have an unlimited range.

This message was last edited by the GM at 10:59, Tue 02 July.