Characters Running Shops? Any rules on this?

Vaxalon said:


Yeah, that would be interesting. You still can't QUITE do the "Clear the hex" campaign, yet... but I don't think complex, involved rules are the way to do it in an RPG.

The "realm rules" that were published in Dragon a while back are a good start for that kind of thing.

But running a tavern has been done well enough, IMO.

Heya Vaxalon

Realm Rules wouldn't necessarily need to be complex just Interesting with plenty of optional "Tag on" rules to make it as basic or complex as required.

The Rules in the Dragon mag a while back were okay but a little too much like birthright 3e, and as much as I loved Birthright it was a little too much like a boardgame and a little too slow to develop unless you were running lots of domain actions together. But still the principle behind those rules was fantastic.

If the rules could be as lite or intensive as required and also allow the balance between ruling and adventuring they'd be great.

Regarding Taversn however, we'll have to agree to disagree, it's been done but I wouldn't say it's been done adequately as its only been touched on "barely", and the profession skill itself is somewhat of a broken unrealistic mechanic in itself when your looking at things from an employer not employee perspective of it.
 

log in or register to remove this ad

Neo said:
Heya Vaxalon

Realm Rules wouldn't necessarily need to be complex just Interesting with plenty of optional "Tag on" rules to make it as basic or complex as required.

If the rules could be as lite or intensive as required and also allow the balance between ruling and adventuring they'd be great.

It so happens that this is something I'm working on as a homebrew:) although admittedly I've only tested it at the 'Village' level

The basic outline is that each Faction has four parameters generated with 3d6. These being
ECONOMICS - ability to sustainably exploit resources
CULTURE - ability to acquire and disseminate new information (Research and Education), and mobilise popular support.
DIPLOMACY - ability to deal with erxternal agencies
ENFORCEMENT - ability to enforce ones decisions/requirements (military, court actions)
 

Tonguez said:


It so happens that this is something I'm working on as a homebrew:) although admittedly I've only tested it at the 'Village' level

The basic outline is that each Faction has four parameters generated with 3d6. These being
ECONOMICS - ability to sustainably exploit resources
CULTURE - ability to acquire and disseminate new information (Research and Education), and mobilise popular support.
DIPLOMACY - ability to deal with erxternal agencies
ENFORCEMENT - ability to enforce ones decisions/requirements (military, court actions)

Sounds pretty interesting, keep us updated, I for one would be interested to see what you come up with.
 

I have a simple little system that I use in my games (it rarely comes up, but it does happen from time to time).

First comes a Profession check. The DC depends on some ad hoc factors like climate, current government, and even more. Usually, however, the DC really is just determined by the quality of services rendered. Running a cheap little tavern/inn that has half a dozen rooms and a common room providing a simple basic meal once or twice a day would be DC 10. Running a high quality establishment that is held in high regard (and has many forms of legal and shady competition) such as something like the Silver Dragon Inn in the City of Greyhawk would be DC 25 or so. Modifiers might exist like allies/enemies of the owners, quality/quantity of staff, etc etc etc. If the player succeeds at this check, the business makes money for the month. If the roll is failed, the business looses money that month. Either way, go to step two; the next roll is equally as useful if the result is losing or gaining money.

Second is another Profession check. This is just like in the PHB, where you simply roll to see how much money is generated from the skill check. This result is multiplied by a certain amount, depending on the size of the business, approximate number of employees, and mybe some strange things like PC relationships with the local tax collector. In general, the amount of gold generated in a month = 1/2 the skill check (as per normal rules according to the skill) times Invested Gold/1000. Invest 10,000gp and roll a total of 25 on a skill check; you will gain 125gp that month. This takes care of all taxes, rent, restock, and a zillion other things that I don't want to screw around with. Keep investing more into the business and that little multiplier increases.

There are not may things that will affect this final outcome. Maybe the player has a staff which comes from his Leadership feat; I'd give some extra money to reflect cheaper wages and extra effort the give him. Did the character get the Thieves' Guild angry at him? Take some money away, as he must pay "protection fees."

No, it is not completely realistic. Yes, it requires a fair-minded DM. More importantly, it is quick and easy, while keeping the most important thing in mind: the character and his/her actions and ability.
 

Remove ads

Top