Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
mercantile trade - help needed
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Primitive Screwhead" data-source="post: 2256174" data-attributes="member: 20805"><p><strong>Good start...</strong></p><p></p><p>So, mechanically:</p><p> Group the goods by type, each type giving a certain modifier to various checks.</p><p> Certain ports will be give modifiers based on current need. As this can change a check by the characters will be needed to decide where to go </p><p></p><p> The main characteristics of a cargo load are:</p><p> Type of Good, Handling cost, and Value</p><p> {Handling cost for those items that require paying folks to help load/unload due to size or whatever}</p><p></p><p>Freelance:</p><p>Buying or selling Cargo would take a couple steps:</p><p> Identify the need: Gather Info and Knowledge: X checks</p><p> Find a supplier/buyer: Gather Info Check</p><p> {failed checks still can find a buyer.. just it costs the party more}</p><p> Finesse the supplier/buyer: Diplomancy check</p><p> { can cause price changes}</p><p> Negotiate the price: Proffession: Merchant</p><p> Offer/Counter Offer: sets the max/min prices </p><p> Diplomancy checks, each success moves the opponents price closer by the amount the DC was beat in gold</p><p> {or time 10 in gold... the idea is to make it a haggle that the skilled will win more than the lucky}</p><p></p><p> Other costs that may be negotiated/accounted for:</p><p> Handling Costs, Taxes, Guild Dues,...</p><p></p><p>Contracted/Guild: The PC would skip most of this, instead receving orders to move from here to there with this type of Goods. The party would be paid on commision but would not have to do the 'dirty' work. </p><p> This is easier in that the party picks up the goods and deleivers them. To determine the amount the party receives in commision, roll a check as follows:</p><p></p><p>Base check:</p><p>raw essential: 2D4 </p><p>worked essential: 2D6</p><p>low risk commodity: 2D8</p><p>high risk commodity: 4D8</p><p>Modifiers:</p><p> Minor Glut: -2</p><p> Major Glut: -4</p><p> Guild War: -10</p><p> Poor relations: -2 {the Guild man representing them has poor diplomatic skills }</p><p> Strong relations: +2</p><p> elevated demand: +2</p><p> High demand: +4</p><p>Mulitply the result by 10. This would be the price for one 'unit' of the goods. A 'unit' could be about half a cart-load. A fully loaded ship would be able to carry enough to make even raw essentials worthwhile.</p><p></p><p></p><p>This is all basicall off the cuff.. ..what do you think?</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2256174, member: 20805"] [b]Good start...[/b] So, mechanically: Group the goods by type, each type giving a certain modifier to various checks. Certain ports will be give modifiers based on current need. As this can change a check by the characters will be needed to decide where to go The main characteristics of a cargo load are: Type of Good, Handling cost, and Value {Handling cost for those items that require paying folks to help load/unload due to size or whatever} Freelance: Buying or selling Cargo would take a couple steps: Identify the need: Gather Info and Knowledge: X checks Find a supplier/buyer: Gather Info Check {failed checks still can find a buyer.. just it costs the party more} Finesse the supplier/buyer: Diplomancy check { can cause price changes} Negotiate the price: Proffession: Merchant Offer/Counter Offer: sets the max/min prices Diplomancy checks, each success moves the opponents price closer by the amount the DC was beat in gold {or time 10 in gold... the idea is to make it a haggle that the skilled will win more than the lucky} Other costs that may be negotiated/accounted for: Handling Costs, Taxes, Guild Dues,... Contracted/Guild: The PC would skip most of this, instead receving orders to move from here to there with this type of Goods. The party would be paid on commision but would not have to do the 'dirty' work. This is easier in that the party picks up the goods and deleivers them. To determine the amount the party receives in commision, roll a check as follows: Base check: raw essential: 2D4 worked essential: 2D6 low risk commodity: 2D8 high risk commodity: 4D8 Modifiers: Minor Glut: -2 Major Glut: -4 Guild War: -10 Poor relations: -2 {the Guild man representing them has poor diplomatic skills } Strong relations: +2 elevated demand: +2 High demand: +4 Mulitply the result by 10. This would be the price for one 'unit' of the goods. A 'unit' could be about half a cart-load. A fully loaded ship would be able to carry enough to make even raw essentials worthwhile. This is all basicall off the cuff.. ..what do you think? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
mercantile trade - help needed
Top