View Full Version : Running Kingmaker in Fantasy Grounds with PF2 Remaster — Any compatibility issues?
DMLaz
November 6th, 2025, 18:27
Hi everyone,
I’m considering buying the Kingmaker adventure for Fantasy Grounds, but I plan to run it using the PF2 Remaster rules rather than the Legacy version.
Before I purchase it, I’d like to know:
Will I run into significant compatibility issues if I run Kingmaker with the Remaster rule set?
More specifically:
• Does Kingmaker rely heavily on pre-Remaster feats, spells, items, or abilities that might cause errors or need manual adjustments?
• Are there known problems with encounters, NPC stat blocks, or automation when mixing Kingmaker (legacy content) with the current Remaster rules in FG?
• Has anyone here already run Kingmaker under the Remaster and can share what worked well (or didn’t)?
Thanks in advance for your help!
Trenloe
November 6th, 2025, 18:40
I'm running Kingmaker using the remastered rules. I haven't encountered any errors nor issues that have impacted our game. If you're going to run 100% remastered (e.g. swap out NPC legacy spells for remastered), then you will need to make those changes manually, but there's really no need to do that for one-scene NPCs. When playing remastered, FG removes the legacy magic school trait from spells - which is the main change to spells (other than name changes and tweeks). FG will also carry out remaster damage type substitutions when the damage action is carried out. FG will use off-guard/flat-footed in the same way.
You'll need to be aware of the key differences between legacy and remastered to be able to adjust or handwave the occasional occurrence. Or, if you and your players are OK with the occasional piece of legacy data creeping in, just roll with it - which is what my group does and we've been thoroughly enjoying the game and haven't encountered any problems.
When you get to the Kingdom management stage, you'll probably want to make use of this extension: https://forge.fantasygrounds.com/shop/items/918/view
MaxAstro
November 6th, 2025, 23:07
I am also running Kingmaker under Remaster rules and would agree with everything Trenloe said.
The one hiccup I have run into - and Trenloe forgive me if this has been fixed by now, I don't recall - is that weakness/resistance/immunity to negative damage or positive damage doesn't automate correctly because of how damage type substitutions work, so for monsters that have for example weakness to positive damage you may need to manually give them weakness to vitality damage instead. Kingmaker has a fair number of undead, so this has come up a few times.
Otherwise it's been pretty smooth sailing. And the Kingdom management extension Trenloe linked is incredible, definitely highly recommend.
sgtwhy
December 17th, 2025, 04:46
DMLaz
Just wanted to clarify that the "kingdom" rules are independent of the ruleset used in actual gameplay. (PF 1e, 2e or DnD 5e) i.e. The kingdom mechanics no longer relies on players statistics or skills, to make kingdom related skill checks or actions. The "kingdom" is built and progresses much like a PF2 character, and the mechanics are very much akin to PF2 standards.
If you find the kingdom management tedious, I suggest checking out the extension I have been working on for the last couple years ... its soon to be updated to allow for multiple "Nations" and automates nearly every aspect of the kingdom building efforts.
Nation Builder (https://forge.fantasygrounds.com/shop/items/1180/view)
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