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DMG2 and running a business.
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<blockquote data-quote="rgard" data-source="post: 4390373" data-attributes="member: 4157"><p>The hireling costs are on page 105 of the DMG. A clerk costs 4 sp per day and a mercenary leader gets 6 sp per day so I think your business manager would be somewhere in that price range. The mercenary leader is a 2nd level Warrior. For each level higher than second for the mercenary leader, you add 3 sp per day for the pay. If the PC hires a higher level 'Expert' class NPC to manage the business, I'd do something similar. Maybe a base of 5 or 6 sp per day for the first 2 levels of expert then 2 or 3 sp extra per day for each additional level.</p><p></p><p>I agree that the silent partner is the best approach. I wouldn't have the PC get too much involved unless you use the business ops as an adventure hook. See the 1e example two paragraphs down.</p><p></p><p>One of my PCs had a money glut in our 3.5e campaign so I talked with the DM about buying an existing business in the city in which we were based. The DM was fine with it. I'm not certain how much thought he put into it, but the PC would get a report about how much money was made each week. The PC didn't run the business at all, just kept the former owner on as a salaried manager and gave him a percentage of the profits. It worked out fine.</p><p></p><p>Back in 1e days our characters took their loot and purchased merchant ships and started plying the trade routes. I think the DM in that case used the merchant rules from Traveller as a basis for determining profits or lack there of. This business led to several adventures when our ships would get attacked by pirates or a kraken and we went out with the following run to fight the threat ourselves.</p><p></p><p>Thanks,</p><p>Rich</p></blockquote><p></p>
[QUOTE="rgard, post: 4390373, member: 4157"] The hireling costs are on page 105 of the DMG. A clerk costs 4 sp per day and a mercenary leader gets 6 sp per day so I think your business manager would be somewhere in that price range. The mercenary leader is a 2nd level Warrior. For each level higher than second for the mercenary leader, you add 3 sp per day for the pay. If the PC hires a higher level 'Expert' class NPC to manage the business, I'd do something similar. Maybe a base of 5 or 6 sp per day for the first 2 levels of expert then 2 or 3 sp extra per day for each additional level. I agree that the silent partner is the best approach. I wouldn't have the PC get too much involved unless you use the business ops as an adventure hook. See the 1e example two paragraphs down. One of my PCs had a money glut in our 3.5e campaign so I talked with the DM about buying an existing business in the city in which we were based. The DM was fine with it. I'm not certain how much thought he put into it, but the PC would get a report about how much money was made each week. The PC didn't run the business at all, just kept the former owner on as a salaried manager and gave him a percentage of the profits. It worked out fine. Back in 1e days our characters took their loot and purchased merchant ships and started plying the trade routes. I think the DM in that case used the merchant rules from Traveller as a basis for determining profits or lack there of. This business led to several adventures when our ships would get attacked by pirates or a kraken and we went out with the following run to fight the threat ourselves. Thanks, Rich [/QUOTE]
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