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General Tabletop Discussion
*Pathfinder & Starfinder
mercantile trade - help needed
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<blockquote data-quote="Beholder Bob" data-source="post: 2255902" data-attributes="member: 12866"><p>I was initially imagining a group of 4 types of products: </p><p>raw essential: raw salt, metal ore, unworked wool, etc</p><p>worked essential: cured timber, refined metals, spices, purified salt</p><p>low risk commodity: weapons, fur, bolts of cloth, tun of ale, cut gemstone, jewelry</p><p>high risk commodity: artwork, product never seen at market, unique clothing and furniture</p><p></p><p>raw essentials are low cost, low profit - but steady and reliable unless a glut occurs</p><p></p><p>worked essentials are more expensive, moderate profit - prone to gluts as well</p><p></p><p>low risk - material easily sold at market, multiple folks buying the same thing, items people would conceivably stock up on. easy to move. tend to cost a fair amount, sell for a moderate amount - not prone to glut, but is prone to local competition more then the essentials.</p><p></p><p>high risk - materials people may not want. Items that do not sell quickly and require a high need. artwork either catches on or it doesn't. fashion designs popular or worthless. example - show up with 2000 gp of stringed instruments: if their is a need, they are incredibly valuable (expensive items not made quickly), but if no particular need you end up selling at a loss to merchants who leave them on a shelf to collect dust until folks do want them.</p><p></p><p>I'm looking for a check someone could make, say roll 3d8 for need, with a table for each of the product types. Allow a synergy bonus to the roll for 5+ ranks merchant. Allow a chance to gather info giving a bonus if delivery on time. low risk items vary, say from 80% to 120%, while high risk ranges from 20% - 250%. The % refers to price gained vs initial amount spent.</p><p></p><p>Also, penalty and bonus for different ports for different products - the city of sorcery sells potions 10% cheaper in bulk, but is a poor place to sell them, while the Elven city is a good place to unload metals, but poor place to sell woods.</p><p></p><p>Eh, something like that.</p><p></p><p><span style="color: DarkRed"><strong>B<img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" />B</strong></span></p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 2255902, member: 12866"] I was initially imagining a group of 4 types of products: raw essential: raw salt, metal ore, unworked wool, etc worked essential: cured timber, refined metals, spices, purified salt low risk commodity: weapons, fur, bolts of cloth, tun of ale, cut gemstone, jewelry high risk commodity: artwork, product never seen at market, unique clothing and furniture raw essentials are low cost, low profit - but steady and reliable unless a glut occurs worked essentials are more expensive, moderate profit - prone to gluts as well low risk - material easily sold at market, multiple folks buying the same thing, items people would conceivably stock up on. easy to move. tend to cost a fair amount, sell for a moderate amount - not prone to glut, but is prone to local competition more then the essentials. high risk - materials people may not want. Items that do not sell quickly and require a high need. artwork either catches on or it doesn't. fashion designs popular or worthless. example - show up with 2000 gp of stringed instruments: if their is a need, they are incredibly valuable (expensive items not made quickly), but if no particular need you end up selling at a loss to merchants who leave them on a shelf to collect dust until folks do want them. I'm looking for a check someone could make, say roll 3d8 for need, with a table for each of the product types. Allow a synergy bonus to the roll for 5+ ranks merchant. Allow a chance to gather info giving a bonus if delivery on time. low risk items vary, say from 80% to 120%, while high risk ranges from 20% - 250%. The % refers to price gained vs initial amount spent. Also, penalty and bonus for different ports for different products - the city of sorcery sells potions 10% cheaper in bulk, but is a poor place to sell them, while the Elven city is a good place to unload metals, but poor place to sell woods. Eh, something like that. [COLOR=DarkRed][B]B:heh:B[/B][/COLOR] [/QUOTE]
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mercantile trade - help needed
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