How will PC's make money in your world

In the past the PCs have had to earn most of their money through their Profession skill. They had to navigate the dangerous paths of workplace politics, face down fearsome managers and irate customers in order to earn their keep. We spent hours making Profession skill checks, earning their keep. When they finally got out of work, donned their armor and spent some time adventuring the players really appreciated the change of pace.

I'm kidding, we never bothered. They earned enough from found treasure in 3e to buy some towns lock, stock and barrel, they didn't need to work. In 4e, though the treasure amounts are lower, I'm sure they will still manage to earn more than just about anyone other than major merchants or noble landowners.
 

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Admittedly none of my players wanted to have a day-job on the side. One did start out as a book restorer before he went on to greater things as a wizard, but in the down time he just wanted to *rest*. Scaling mountains, invading tombs, and killing legendary monsters tends to wear you out. So down times are generally vacations or time for study/training/etc.

However, for 4e, interesting suggestions are going back and forth about a stall being opened specifically for enchanting items, or when the expanded alchemy rules are out, creating various potions etc. As far as 'breaking the game' with money being brought in on the side, it won't be a problem for us, so I'm not too worried.
 


My campaign for 4e has changed like 3 times this week, so I'm not sure. My players have also gotten sensitive to anything they perceive as railroading, so I want their input. I expect that most of it will come through adventuring (rewards/bounties/contract payment and discovered/looted treasure when appropriate).

I was considering having my group start out as hired guards for a small caravan of traders, gain control of the caravan around level 10, and establish themselves as one of the merchant houses that control trade in the region by around level 20. That sounds great to me... But I'll likely just present that path as one of several options in a sand box and let them go with what they enjoy.
 


My later 3.5e campaigns always assumed that the PCs were employed by various organizations, so in a sense, adventuring *was* their day job. It also allowed me to kick economics so far into the background that the players never even noticed it was there (I'm an economist by training, but that doesn't mean I like it so much that I want to make it a central issue in my games). At the start of every adventure, the PCs just picked whatever equipment they wanted, up to the standard wealth for their level. It's assumed that the organization is rich and powerful enough to keep the PCs supplied with appropriate equipment.

In 4e, I might do the same based on the suggestions in the Tiers preview. Each PC gets three magic items: one level + 1, one same level, one level - 1, and enough gold to buy another level - 1 magic item which they can spend on whatever they want.
 

Mourn said:
Whores then ale, chap. The ale washes the taste out.

Nah, I was thinking ale first, so the pock-marked over-rouged whores would be more appealing. :]
 
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Tallarn said:
Kill the paradigm, subvert it's thing! Take the stuff!
Subvert the take! Kill its paradigms, stuff the thing!
Fun thread.
In other news... it depends on the party. Right now, we're rocking two paladins of 'Hamut, and a cleric of the same dragongod (church and state pay them 2 silver/month). The halfling Rogueger is employed by the church for his guide abilities and experience w/ the underhanded. The 'illusionist' (A fluffed up Warlock) is paid for info and stories from his travels (by recluses who trust him) and also hunts warlocks (who usually have money/paradigm the tinhG1... it was the best I could do being sickish).

Which somewhat returns to the mailman BAMF idea... which is kind of cool. I may try to introduce a new PC w/ a BG that is more specifically something like that.
 

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