You mean the random encounters?
Mod: Bag of Tricks
Map & Travel category --> Random Encounter Settings

No. Bigger map are full of the same boring encounters.

Well, if you’re talking about the scripted events/hand-crafted areas, that’s kinda part & parcel with Pathfinder/D&D so I doubt that will ever change; you get mobs and a few big baddies.

edit - the concept behind the low level mobs is to help give the characters a sense of growing power as they swat aside enemies who gave them struggles in the past. Please note this isn’t a defense of it not being boring at times.

I am trying not to install bag of tricks. I did install respec, but that costs 1,000 to use.

I really want to use it, so that I can select class level bonuses though.

Sadly, no one has made my favorite class for Pathfinder, the Spiritualist.

Bag of Tricks is just pure options; no need to mess with anything you don’t want to. Still, I can understand as the temptation can be quite significant.

Quick question…
I’m trying to decide the next tactical RPG to play and my choices are:

  1. Pillars of Eternity 2 turn based mode
  2. Pathfinder Kingmaker roguelike DLC

I’ve played both games and enjoyed them enough. I finished PoE2 before turn base mode existed and haven’t played any of the DLC. I’ve always wished the game was turn based. I stalled out on the Kingmaker campaign somewhere around chapter 4 or 5, but the thought of playing a roguelike game with the Pathfinder system sounds like it could be cool. Any suggestions from those who have done both?

It will only take you about 30m to get a feel for the Endless Dungeon DLC.

I would suggest the excellent Turned Based Mod.

Lego that turn based mod seems a bit complicated to install… am I being a bit of a luddite? I will try again.

Not a problem. There are a few more steps than I like (and probably why so many people wish there was steam workshop support).

You need to have the Unity Mod Manager. https://www.nexusmods.com/site/mods/21

That can be installed anywhere, I think. You need to run it and search for Pathfinder. After it has found Pathfinder, it will modify it, and create a Mod Folder.

Then, installing the mod can be done in two ways. If you don’t want to unzip the mods, the Unity Mod Manager can be run instead. Use that to find the zip file, and it will install it to the mod folder.

Or, you can just unzip the file into the mod folder.

After that, when you start up the game, you should see a screen that shows you which mods are running and give you the option to turn them on or off.

Me, I just drop the newest version of the mod into the folder.

I’m running a few mods right now.

Turned Based Combat - Basically, it uses the Pathfinder Rules. Everyone goes one at a time, and you can see exactly the order that everyone moves. A lot of fights are made easier because of it.

Closer to Tabletop - Requires Turn-Based Combat - It makes the game plan more like table top. Which means, your Rogues are no longer supercharged with power because flanking is done properly. But, with turn-based, it’s also a bit easier to set up the flanking to begin with.

Eldritch Arcana - Brings in tabletop feats, the Oracle, but most interesting of all, Traits and Favored Class Bonuses. Traits are 2 mini feats you can select at the start of character creation, while favored class bonuses are a bonus you get (either plus one 1 hitpoint or plus 1 skill point) that you get for 1 class you have selected. It makes multiclassing a bit worse.

Call of the Wild - besides adding in the Hunter, the Witch, the Bloodrager, the Skald and the Warpriest, and a bunch of spells, feats and rages, it also brings in two nerfs (which kind of makes up for all the buffs that came with Eldritch Arcana). First, it nerfs Animal Companions a bit but gives them a few equipment slots. So, maybe not a total nerf. The second thing is, it sets everyone to half the skill points the have in P and P. This is because most Kingmaker Skills would be 2 skills in P and P. The original game already gives everyone fewer skill points per level, but not exactly half. So, its a little bit of a nerf, but with the traits and the bonus skill point per level, it really levels out.

Specialization - This is the final mod that I installed, and I haven’t actually used it yet. Basically, for 1,000 gold, you can rebuild any NPC. Sadly, its the only way to give NPC Traits, and Favored Class Bonuses. I hate that it’s a 1,000 gold.

Although I guess you could give yourself more money with Bag of Tricks but I haven’t installed that.

Okay, so I might have gone overboard. If you stick to Turn-Based and maybe Closer to Table Top, you really get some better gameplay. Don’t worry about the rest. What is nice, is that they all work together without any trouble. So far.

All varieties of Pathfinder: Kingmaker are on sale over at gog.com for a short while for there 11th anniversary sale. Really tempted to get the Imperial Edition for $40, which includes all the DLC.

I’ve enjoyed the game quite a bit. The only DLC which doesn’t integrate into the main campaign in some way, shape, or form is Varnhold’s Lot, fwiw.

To Legowarrior for posting the mods and Charlatan for bringing the thread back because I missed it the first time around…I hate you.

Sigh…there goes my free time for another 80 hours…

Oooh - thanks for this. Didn’t realise there was a Turned Based mod. Time to reinstall!

Yup, thanks. I love turn based combat and really loathe rtwp, so this is really going to scratch that itch that previously only Temple of Elemental Evil could. Making D&D characters and seeing how they perform in combat. Love it.

I haven’t followed this game in forever, so I am sorry if I am asking something fully answered long ago. But have they done anything substantial with the kingdom part of the game? Or is there a mod that does so?

I liked the combat part of the game as it originally came out, although I felt that it could do with fewer routine, repetitive fights and with turned based combat. But the kingdom management part just aggravated me to the point I quit.

Honestly, it depends what you mean. There have been many tweaks over several patches, but the core function is still the same; it’s a time & resource management aspect of the game which is probably more aggravating for completionists than others, because you’re not supposed to engage with everything that pops up (sometimes the answer is no). There are a lot of mods which let you tweak how much time various things take, your kingdom income levels, etc., but again it’s still the same basic thing.

took me 200 hours to finish this game.