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Adventurers making money with profession
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<blockquote data-quote="interwyrm" data-source="post: 4332001" data-attributes="member: 31913"><p>Blanket statement: Anyone who says it can't be done is being uncreative.</p><p></p><p>Look, it's not that hard! The OP didn't say the character necessarily is going to be making the weapons even. Just a merchant. </p><p></p><p>Think about what a merchant in the PoL setting would have to do to be able to run a profitable business. He needs to sell equipment at a higher price than it costs him to acquire it. A large part of that means finding interested buyers.</p><p></p><p>Quest formats specific to this player could involve finding information about the location of different weapons, working on commission to retrieve exotic items, bringing exotic components to a smith to produce fine weapons to later sell, defending against theft, raiding dragon hoards... </p><p></p><p>In fact, there's a lot of flexibility built into "treasure" with this concept, treasure hoards don't always have to be something useful to the players.... in some cases, they could find something *they* don't need, but that a fellow adventurer is seeking - and is willing to trade for.</p><p></p><p>You don't *need* rules for this sort of thing. That'd probably make it less fun. Figure out *why* your player wants to play the merchant, and then try to meet his expectations.</p></blockquote><p></p>
[QUOTE="interwyrm, post: 4332001, member: 31913"] Blanket statement: Anyone who says it can't be done is being uncreative. Look, it's not that hard! The OP didn't say the character necessarily is going to be making the weapons even. Just a merchant. Think about what a merchant in the PoL setting would have to do to be able to run a profitable business. He needs to sell equipment at a higher price than it costs him to acquire it. A large part of that means finding interested buyers. Quest formats specific to this player could involve finding information about the location of different weapons, working on commission to retrieve exotic items, bringing exotic components to a smith to produce fine weapons to later sell, defending against theft, raiding dragon hoards... In fact, there's a lot of flexibility built into "treasure" with this concept, treasure hoards don't always have to be something useful to the players.... in some cases, they could find something *they* don't need, but that a fellow adventurer is seeking - and is willing to trade for. You don't *need* rules for this sort of thing. That'd probably make it less fun. Figure out *why* your player wants to play the merchant, and then try to meet his expectations. [/QUOTE]
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