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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: 2256316" data-attributes="member: 12866"><p>Cargo units: 5’ cu</p><p>Assume a wagon can carry 5 units, while a pack horse can carry 1.</p><p></p><p>Example table</p><p></p><p>Cargo………Wt……….Cost…….Type</p><p>Silk…………50………..400……..W</p><p>Swords..……85……....1000……..W</p><p>Wool……….10…………10……..W</p><p>Iron Ore…..400…………40……..B</p><p>Orc Art…….40…………40……..R</p><p></p><p>Handling cost is derived from weight per unit</p><p>Types are: Base, Work, Risk</p><p></p><p>Purchasing product is for 110% cost – 1% per point made in merchant skill check (take 10 = 100%). If you lack the skill, you pay 120%</p><p>You gain a +2 synergy bonus for gather info, and +2 synergy bonus with 5+ ranks in local culture.</p><p></p><p>Selling products: roll 3d8, modify for port. PCs do not get to alter this roll – this is the market they sail/drive/ride to. They can do a Gather Info check DC 20, +1 DC per day of travel between, to identify what a destinations value is at the time. If made, go ahead and re-roll for when they arrive, but adjust the original value up or down 1 step towards the 2nd rolls result per day spent traveling to that port. For example, after some checking, it is determined that port B has a 22 for purchase of salt. 5 days from the merchant’s location, he immediately sets off. Upon arrival, the DM rolls and gets a 7. So adjust the price down 5 steps (5 days time) from the base of 22 to reflect the downward trend, getting a 17, still profitable, just not nearly as great as expected.</p><p></p><p>If you do not have Merchant profession, or at least one working for you, take a -4 penalty to the roll (not finding the proper market, poor haggling)</p><p></p><p>If you have 5+ ranks in a culture you sell at, gain a +1 bonus to the roll.</p><p></p><p>Optionally, you could allow a Diplomacy check, DC 25, to alter the price up 1 step, though failure by 5+ drops it 1 step instead (you delayed selling hoping to get a better price, and instead sell it for less then you initially wished.</p><p></p><p>A 4 could be a sever glut, while a 25 is a critical shortage!</p><p></p><p>……….B…….W……R</p><p>>3..…..60…….40…....0</p><p>3……..65……50…...5</p><p>4……..65……50…...5</p><p>5……..70……60…...5</p><p>6……..70……60…...10</p><p>7……..75……70…...20 </p><p>8……..80……70…...30</p><p>9……..85……80…...40</p><p>10…....90…….80…...50</p><p>11…...100……90…...60</p><p>12…...100…..100…...70</p><p>13…...100…..100…..80</p><p>14…...100..…100…...85</p><p>15…....100….110…...90</p><p>16…....105….115…...100</p><p>17…....110….120…...110</p><p>18…....115….125…...125</p><p>19…....120….130…...150</p><p>20…....125….135…...175</p><p>21…....130….140…...200</p><p>22…....135….145…...250</p><p>23…....140….150…...300</p><p>24…....145….160…...350</p><p><24.....150….170…...400</p><p></p><p>Costs to be dealt with:</p><p>Travel cost</p><p>Food costs</p><p>Guards/workers</p><p></p><p>Upon arrival, you can store goods to await a better day…</p><p>Taxes</p><p>Guild dues</p><p></p><p>Do these numbers look reasonable? What do you think?</p><p></p><p><span style="color: Red"><strong>B<img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" />B</strong></span></p></blockquote><p></p>
[QUOTE="Beholder Bob, post: 2256316, member: 12866"] Cargo units: 5’ cu Assume a wagon can carry 5 units, while a pack horse can carry 1. Example table Cargo………Wt……….Cost…….Type Silk…………50………..400……..W Swords..……85……....1000……..W Wool……….10…………10……..W Iron Ore…..400…………40……..B Orc Art…….40…………40……..R Handling cost is derived from weight per unit Types are: Base, Work, Risk Purchasing product is for 110% cost – 1% per point made in merchant skill check (take 10 = 100%). If you lack the skill, you pay 120% You gain a +2 synergy bonus for gather info, and +2 synergy bonus with 5+ ranks in local culture. Selling products: roll 3d8, modify for port. PCs do not get to alter this roll – this is the market they sail/drive/ride to. They can do a Gather Info check DC 20, +1 DC per day of travel between, to identify what a destinations value is at the time. If made, go ahead and re-roll for when they arrive, but adjust the original value up or down 1 step towards the 2nd rolls result per day spent traveling to that port. For example, after some checking, it is determined that port B has a 22 for purchase of salt. 5 days from the merchant’s location, he immediately sets off. Upon arrival, the DM rolls and gets a 7. So adjust the price down 5 steps (5 days time) from the base of 22 to reflect the downward trend, getting a 17, still profitable, just not nearly as great as expected. If you do not have Merchant profession, or at least one working for you, take a -4 penalty to the roll (not finding the proper market, poor haggling) If you have 5+ ranks in a culture you sell at, gain a +1 bonus to the roll. Optionally, you could allow a Diplomacy check, DC 25, to alter the price up 1 step, though failure by 5+ drops it 1 step instead (you delayed selling hoping to get a better price, and instead sell it for less then you initially wished. A 4 could be a sever glut, while a 25 is a critical shortage! ……….B…….W……R >3..…..60…….40…....0 3……..65……50…...5 4……..65……50…...5 5……..70……60…...5 6……..70……60…...10 7……..75……70…...20 8……..80……70…...30 9……..85……80…...40 10…....90…….80…...50 11…...100……90…...60 12…...100…..100…...70 13…...100…..100…..80 14…...100..…100…...85 15…....100….110…...90 16…....105….115…...100 17…....110….120…...110 18…....115….125…...125 19…....120….130…...150 20…....125….135…...175 21…....130….140…...200 22…....135….145…...250 23…....140….150…...300 24…....145….160…...350 <24.....150….170…...400 Costs to be dealt with: Travel cost Food costs Guards/workers Upon arrival, you can store goods to await a better day… Taxes Guild dues Do these numbers look reasonable? What do you think? [COLOR=Red][B]B:]B[/B][/COLOR] [/QUOTE]
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