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D&D 5E Odd things in the rules that bug you?


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DnD Warlord

Adventurer
P.S. If the PCs can set up a teleportation circle for supply routes (or similar) it would have already been done. PCs and "evil wizards bent on taking over the world" are not the only ones who have access to magic in my campaigns.
Teleport circle takes 1 year of casting from a 9th level caster every day... as was pointed out most 9th level casters don’t do this... I see no reason to not give the PCs the win here and give them a small business that turns xd6 gp profit per month... forget NPC status just make your next hook something to do with the business.
 

Lanefan

Victoria Rules
wait....you have players who would stop adventuring to buy and sell trade goods? Really?
Some, yes. More likely the trading would become a time-consuming sideline - they'd still adventure, but every time they went back to town we'd be spending a few sessions sorting out their non-adventuring business concerns.

I've DMed this in one campaign, where a party ended up owning much of the trade across several nations. Never again.
 

Lanefan

Victoria Rules
This is why I simply hand-wave this kind of stuff and assume that all profits (other than potentially living costs) are all sunk back into keeping the business afloat.
Fine if your players will accept it. Not so fine if your players, on behalf of their characters, want to a) go into much greater detail and b) squeeze every copper out of it.
P.S. If the PCs can set up a teleportation circle for supply routes (or similar) it would have already been done. PCs and "evil wizards bent on taking over the world" are not the only ones who have access to magic in my campaigns.
Agreed.
 

doctorbadwolf

Heretic of The Seventh Circle
Some, yes. More likely the trading would become a time-consuming sideline - they'd still adventure, but every time they went back to town we'd be spending a few sessions sorting out their non-adventuring business concerns.

I've DMed this in one campaign, where a party ended up owning much of the trade across several nations. Never again.
Seems like it'd be fairly easy to hash out a quick system by which their trade interests are dealt with in about 20 minutes of a single session. Make it a Downtime Activity.
 

Lanefan

Victoria Rules
Seems like it'd be fairly easy to hash out a quick system by which their trade interests are dealt with in about 20 minutes of a single session. Make it a Downtime Activity.
You'd think, right? But when they want to keep an inventory of what they own; and where; and how much profit-loss each part of the company is turning; and then want to get into the details of what interests, businesses and-or commodities they buy or sell next - all that fights against any overarching system.

I eventually beat it down to something simple but it took some player-wrangling. :)
 

DnD Warlord

Adventurer
You'd think, right? But when they want to keep an inventory of what they own; and where; and how much profit-loss each part of the company is turning; and then want to get into the details of what interests, businesses and-or commodities they buy or sell next - all that fights against any overarching system.

I eventually beat it down to something simple but it took some player-wrangling. :)
Yup yup and yup... every edition I have had at least 1 campaign become “wait are we working now” simulators
 

cbwjm

Seb-wejem
I think if my players wanted to become traders I'd do things on the macro level and have them deal only in large scale commodities. I could probably easily add in a system of X region has an abundance of these goods, Y region has a need of those goods so profits might be high, etc. I wouldn't allow it to get into specifics because that becomes no fun for me and I'd probably end up stopping the campaign and allowing someone else to run a game instead.
 


doctorbadwolf

Heretic of The Seventh Circle
You'd think, right? But when they want to keep an inventory of what they own; and where; and how much profit-loss each part of the company is turning; and then want to get into the details of what interests, businesses and-or commodities they buy or sell next - all that fights against any overarching system.

I eventually beat it down to something simple but it took some player-wrangling. :)
Oh yeah, you have to tell them in advance that you won't be dealing with distinct items like that, if they want to engage in trade. IME, even the players who want to do those things will tend to get bored of it eventually.
 

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