Appendix 3 Warfare.json 4.7 KB

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  6. "markdown": "<title level=\"1\" right=\"Rules\">[Appendix 3: Warfare](/Rules.aspx?ID=1845)</title>\r\n\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555</row>\r\n\r\n<row gap=\"medium\">\r\n<column gap=\"medium\" flex=\"1 1 400px\">\r\n_Pathfinder_ focuses on events that directly affect (and can thus be solved by) PCs on an individual basis, but as _Kingmaker_ progresses, some conflicts with bands of trolls or barbarians, the armies of Pitax, or supernatural incursions from the [First World](/Planes.aspx?ID=10) must be met on the field of battle. While it's difficult enough for a band of PCs to face off against dozens of foes at once, the rules of the game make it all but impossible to play out such a conflict round by round against hundreds or thousands of foes.\n\n When mass conflicts occur in the course of your Kingmaker campaign, you have a choice. The simplest solution is to simply gloss over these parts of the Adventure Path—to have the battles play out in the narrative background and assume that as long as the PCs continue to persevere, their kingdom does as well. If you opt for this simple solution but are using the kingdom management rules from Appendix 3, then at the start of any [Kingdom turn](/Rules.aspx?ID=1794) during which warfare took place, the kingdom gains 1d6 Unrest and increases one Ruin of the party's choice by 1 point.\n\n But if you want to expand the kingdom rules to include a method of resolving mass combat in play as downtime events, read on! These rules provide an abstract system for warfare that lets you play out a complex battle as a downtime encounter using victory points. These rules are not intended to accurately represent complex wars, but instead seek to incorporate warfare into a campaign that stays primarily focused on traditional, small-scale adventuring and roleplaying.\r\n</column>\r\n\r\n<column gap=\"medium\">\r\n\r\n</column>\r\n\r\n</row>\n\n<document level=\"2\" id=\"rules-1846\" />\r\n\r\n<document level=\"2\" id=\"rules-1861\" />\r\n\r\n<document level=\"2\" id=\"rules-1863\" />\r\n\r\n<document level=\"2\" id=\"rules-1864\" />\r\n\r\n<document level=\"2\" id=\"rules-1876\" />\r\n\r\n<document level=\"2\" id=\"rules-1878\" />",
  7. "name": "Appendix 3: Warfare",
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  13. "label": "Appendix 2: Kingdoms",
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  17. "release_date": "2022-10-26",
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  19. "search_markdown": "<additional-info>\r\n<row gap=\"tiny\">**Source** [Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555</row>\n\n</additional-info>",
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  28. "source_markdown": "<row gap=\"tiny\">[Kingmaker Adventure Path](/Sources.aspx?ID=150) pg. 555</row>",
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  30. "text": " Appendix 3: Warfare Source Kingmaker Adventure Path pg. 555 Pathfinder focuses on events that directly affect (and can thus be solved by) PCs on an individual basis, but as Kingmaker progresses, some conflicts with bands of trolls or barbarians, the armies of Pitax, or supernatural incursions from the First World must be met on the field of battle. While it's difficult enough for a band of PCs to face off against dozens of foes at once, the rules of the game make it all but impossible to play out such a conflict round by round against hundreds or thousands of foes. When mass conflicts occur in the course of your Kingmaker campaign, you have a choice. The simplest solution is to simply gloss over these parts of the Adventure Path—to have the battles play out in the narrative background and assume that as long as the PCs continue to persevere, their kingdom does as well. If you opt for this simple solution but are using the kingdom management rules from Appendix 3, then at the start of any Kingdom turn during which warfare took place, the kingdom gains 1d6 Unrest and increases one Ruin of the party's choice by 1 point. But if you want to expand the kingdom rules to include a method of resolving mass combat in play as downtime events, read on! These rules provide an abstract system for warfare that lets you play out a complex battle as a downtime encounter using victory points. These rules are not intended to accurately represent complex wars, but instead seek to incorporate warfare into a campaign that stays primarily focused on traditional, small-scale adventuring and roleplaying. ",
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