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How would you handle a player-controlled mine?
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<blockquote data-quote="77IM" data-source="post: 7009358" data-attributes="member: 12377"><p>If you want something official, the DMG has rules for running a business, which are perfectly adequate (p.129, "Running a Business").</p><p></p><p>Modifications for running a mine: I'd guestimate a basic mine requires 25 skilled hirelings (miners) and 5 unskilled hirelings (people to cook dinner, wash laundry, etc.). That's a maintenance cost of 51 gp per day, but we'll round it down to 50 gp per day to make the math easier (the Maintenance Costs table on p.127 almost always shows a cost per day that is <em>less</em> than the cost of the listed hirelings). That's super steep compared to the cost of an inn, shop, or trading post; but, a mine has the potential to be much more profitable. So I think it's appropriate to double all the profit numbers (a x10 gp multiplier instead of x5).</p><p></p><p>If you want something unofficial: I'd just give the mine a monthly income, sort of the opposite of a lifestyle expense. Maybe 50 gp per month, but buying all the initial mining equipment costs 300 gp, so you start out in debt and break even after 6 months. Then I'd rely on random event tables, such as the ones suggested by posters above, to introduce opportunities for adventure.</p></blockquote><p></p>
[QUOTE="77IM, post: 7009358, member: 12377"] If you want something official, the DMG has rules for running a business, which are perfectly adequate (p.129, "Running a Business"). Modifications for running a mine: I'd guestimate a basic mine requires 25 skilled hirelings (miners) and 5 unskilled hirelings (people to cook dinner, wash laundry, etc.). That's a maintenance cost of 51 gp per day, but we'll round it down to 50 gp per day to make the math easier (the Maintenance Costs table on p.127 almost always shows a cost per day that is [I]less[/I] than the cost of the listed hirelings). That's super steep compared to the cost of an inn, shop, or trading post; but, a mine has the potential to be much more profitable. So I think it's appropriate to double all the profit numbers (a x10 gp multiplier instead of x5). If you want something unofficial: I'd just give the mine a monthly income, sort of the opposite of a lifestyle expense. Maybe 50 gp per month, but buying all the initial mining equipment costs 300 gp, so you start out in debt and break even after 6 months. Then I'd rely on random event tables, such as the ones suggested by posters above, to introduce opportunities for adventure. [/QUOTE]
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