Goumindong
First Post
Skill challenges and roleplaying seem adequate rules enough to sell things. Everything else is just how long it takes you and is all DM digression regarding what you are able to do.
Mirtek said:Quite a few famous FR adventurers are running their own businesses.
Mirt the moneylender, Bronwyn who sells much of the loot from her adventurs in her own antique shop, Jarlaxe who is head of a mercenaries company, Danilo Thann who is working in his family's business and running a bard college, ...
Verys Arkon said:If you have access to the 3.5 DMG II, there are some good rules for running a business (page 180-188) that you could probably adapt without much trouble. Just because you are using 4e doesn't mean all your 3.5 material is completely uselessAlternatively, if you prefer a more abstract approach, framing the character's business as an 'affiliation' from PHB II could work too.
Byrons_Ghost said:Microeconomics and edition wars aside, the important question is this:
What does the player expect to get out of having an exotic weapons merchant?
If it's just background info and he doesn't expect anything more, then you can file it under the "duly noted" category and get back to the game. Occasionally he finds a cool weapon or gets to make a sale.
If he wants to craft his own unique weapons, then you'll have to come up with some sort of crafting rules (probably based on 3.5 or a variant) or tell him he's SOL.
If he wants to make extra money, either do as suggested above and count it as part of the party's wealth advancement, or give him a attribute roll (say, Wis or Chr) to make a few gold per week, as the 3.5 Profession rules.
If he wants to use this as motivation for a treasure hunter, Indiana Jones type character, then give him lots of exotic locations with legendary (but level-approriate) weapons full of traps, undead, hostile natives, and the like.
That's about every variation I can think of. No matter what the case, the easiest thing to do is to ask him before the game what he has in mind.
Wormwood said:If the OP reads one post in this trainwreck, I would recommend yours.
What exactly do you mean by "tailored for his exact requirements"? If the character's requirements are a +2 Frost Weapon, then doesn't the merchant's weapon match the requirements? If the costs are equal, then it really doesn't matter what the source is.Byronic said:Why would anyone, no matter how rich buy a +2 Frost Weapon from an adventurer merchant if he can have a new magical sword made from scratch for the same money, tailored to his exact requirements?
Dave Turner said:Do you mean that the character is in the market for a magic weapon, but +2 Frost isn't his ideal choice? He doesn't have access (presumably through adventuring) to his ideal choice, the +3 Thundering Weapon, so he's going to somehow settle for the +2 Frost available from the merchant?
DLichen said:Exactly, who the hell wants the +2 Frost Axe if it's PINK?
*yoink*Mourn said:I do. That way, I know that no other dude will steal it.