Cost of starting your own business?


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Try this An Economic Trade Model


Me I use a Budget Forcast model which goes

Expected Income for the year = 1000gp
Labour 5 (workers)
Annual Investment 50gp
1000/5/50 = 4

DC = 14 (10(base) + 4(forcast DC))

Roll a skill check Profesion: Blacksmith
for every 5 pips +/- adjust Income by 10%

Subtract costs
 

Here's something else to think about. The Baron of Whowhat is surrounded by bad neighbors. The Count of Thisthat looks like he may roll in any day now. The Baron of Whowhat has plenty of income but no weapons to arm his soldiers.

Fester the sword-beater comes into town with plenty of talent, but no gold to start a weaponsmith.

What kind of deal do you think is going to be made?

I would say that Fester finds himself in a nice little smithy in a month or two, and as long as he sends so many swords to Baron Whowhat in a certain time period, Fester is free to conduct his own business on his off time.
 


I think Old One can help you in some ways, he has created the famous "d20 economic system", a nice little .doc file with different degrees of financial depth. :)


Crap!! I should have checked the link
:o
 
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Ok

So you make 1%, so you make 5gp back a year. And does that mean, that all the upkeep and everything is paid for? does the smith make enough money to employ the smither?
 

Where are you all getting all these figures from, like the 1% and 10% additional and whathaveyou?

If you're making a weapon smith, make them an Expert with the feat Skill Focus (I have this as a +4 in my game) in weaponsmithing. Give 'em masterwork tools (+2). Give 'em an apprentice as well (+2). Now even if you only have Skill Focus at +2, they still have a +10 Skill modifier at 1st level. Then they can take 10 and make masterwork items at a third of the cost. There's your profit...
 
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Fourecks said:
Where are you all getting all these figures from, like the 1% and 10% additional and whathaveyou?

If you're making a weapon smith, make them an Expert with the feat Skill Focus (I have this as a +4 in my game) in weaponsmithing. Give 'em masterwork tools (+2). Give 'em an apprentice as well (+2). Now even if you only have Skill Focus at +2, they still have a +10 Skill modifier at 1st level. Then they can take 10 and make masterwork items at a third of the cost. There's your profit...

Thats what i was thinking. You can make items for cheap, and sell them for considerably more. I don't see the problem.

I just wanted to know, if there were particular figures.
 

Fourecks said:
Where are you all getting all these figures from, like the 1% and 10% additional and whathaveyou?

If you're making a weapon smith, make them an Expert with the feat Skill Focus (I have this as a +4 in my game) in weaponsmithing. Give 'em masterwork tools (+2). Give 'em an apprentice as well (+2). Now even if you only have Skill Focus at +2, they still have a +10 Skill modifier at 1st level. Then they can take 10 and make masterwork items at a third of the cost. There's your profit...
Except you can't take 10 for a craft check... And as failing by 5 or more means losing a part of the materials, I wouldn't try MW items if I was lvl 1
 


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