Beholder Bob
First Post
I'm looking for a system for mercantile trade. Don't ask. Ok, I'll tell anyways - my players suffer through my low magic, cash poor world, and have decided to try their hand at profiting on their empty ship hold.
Any suggested mechanics?
I'm looking for something that gives a range of cost vs profit. Say, spend 1000 gp on high risk commodity, rush to market and check to see if you get 1 sp to the gp, or 1 pp to the gp. That sort of thing.
As an aside, they will be very upset when they discover that they only make haggle rates until they establish a merchant house - or a contract with one (they plan on buying stuff and just showing up at port).
As an aside - my great fear now 'Enter a dungeon? Hell no! We have to get these textiles to markets before our competitors do!'
B
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Any suggested mechanics?
I'm looking for something that gives a range of cost vs profit. Say, spend 1000 gp on high risk commodity, rush to market and check to see if you get 1 sp to the gp, or 1 pp to the gp. That sort of thing.
As an aside, they will be very upset when they discover that they only make haggle rates until they establish a merchant house - or a contract with one (they plan on buying stuff and just showing up at port).
As an aside - my great fear now 'Enter a dungeon? Hell no! We have to get these textiles to markets before our competitors do!'
B
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