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Adventurers making money with profession
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<blockquote data-quote="James McMurray" data-source="post: 4331848" data-attributes="member: 743"><p>If the group wants to play a merchant campaign I'd recommend we use WFRP or Rolemaster instead. 4e's system just isn't geared towards that, and tacking something on would feel like a lot of work given that there are other systems that handle it better.</p><p></p><p>If it's just one person wanting to do it, I'd try to see what he's expecting from a logistics standpoint in regards to merchanting vs. adventuring, and go from there. The odds are pretty good that it'd end up being a bad choice from a min-maxing perspective, since a week in the field will earn an adventurer a lot more than a month in the shop is going to earn a merchant.</p><p></p><p>If the whole group wants to play D&D and be merchants, I'd probably forego a merchanting game system altogether. Assume people can handle jobs appropriate to their class, and use the business as a hook to hang the quests on. Things like discrediting competitors, fixing your tarnished name when you've been discredited, taking care of the thieves' guild, etc.</p><p></p><p>But in no case would I create and entire system for mercantile exchange for fourth edition. That's too much work for a campaign I don't get a thrill when I think about running.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 4331848, member: 743"] If the group wants to play a merchant campaign I'd recommend we use WFRP or Rolemaster instead. 4e's system just isn't geared towards that, and tacking something on would feel like a lot of work given that there are other systems that handle it better. If it's just one person wanting to do it, I'd try to see what he's expecting from a logistics standpoint in regards to merchanting vs. adventuring, and go from there. The odds are pretty good that it'd end up being a bad choice from a min-maxing perspective, since a week in the field will earn an adventurer a lot more than a month in the shop is going to earn a merchant. If the whole group wants to play D&D and be merchants, I'd probably forego a merchanting game system altogether. Assume people can handle jobs appropriate to their class, and use the business as a hook to hang the quests on. Things like discrediting competitors, fixing your tarnished name when you've been discredited, taking care of the thieves' guild, etc. But in no case would I create and entire system for mercantile exchange for fourth edition. That's too much work for a campaign I don't get a thrill when I think about running. [/QUOTE]
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