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*Pathfinder & Starfinder
mercantile trade - help needed
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<blockquote data-quote="Beholder Bob" data-source="post: 2257030" data-attributes="member: 12866"><p>Ok, change to the modifier from gather info,</p><p></p><p>Base material price drops 1 step per week</p><p></p><p>Worked price drops 1 step per day</p><p></p><p>Risk product drops 2 steps per day</p><p></p><p>So: you hear that weapons are selling at 140% (a 21 for worked product) at a city 7 days away, so you purchase and rush to the city to sell your wares.</p><p></p><p>The dm rolls a 12 for the value. Each day spent traveling drops the value, from the core roll of 21, down to 12, by 1 point. When the merchant arrives, the weapons are selling for 21-7 = 14, or 100% purchase price. The merchant breaks even - or would if not for travel costs. Now, a good merchant could have gotten a better price, say 10 stat, 8 ranks, and 5+ ranks in gather info, he'd have a +10 roll, or with a roll of 10, purchase said weapons for 110-20=90% their value. So, this merchant makes 10% profit (buy 1000 gp worth of weapons for 900 gp, sell them for 1000 gp, or 100 gp profit for 7 days travel).</p><p></p><p>So: you hear copper ore is in high demand, selling for 130% its base price. After 7 days travel to sell the copper, it sells for: 7 days = 1 price step down for base product, or 125% profit. Assuming you purchased the copper at the same 10% discount as shown above, you buy 1000 gp of copper for 900, sell it for 1250, so profit 350 gp.</p><p></p><p>base product will be low value for bulky/heavy goods - flower, ore, etc - but since almost always in need and commonly stockpiled, the price is very stable.</p><p></p><p>worked goods are decent price per lb, but have more frequent fluctuations - an order for weapons for the kings guard skyrockets the price, while a dearth of weapons floods the market after a local war ends (or PCs return from exterminating a local tribe of orcs, and then sell ALL of the weapons cheap!).</p><p></p><p>risk goods take big chances but offer great reward - if it works out. This lets the PCs gamble - junk bonds of the dnd mercantile world.</p><p></p><p>Well, any thoughts? Do the numbers look too screwy? Suggestions?</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: 2257030, member: 12866"] Ok, change to the modifier from gather info, Base material price drops 1 step per week Worked price drops 1 step per day Risk product drops 2 steps per day So: you hear that weapons are selling at 140% (a 21 for worked product) at a city 7 days away, so you purchase and rush to the city to sell your wares. The dm rolls a 12 for the value. Each day spent traveling drops the value, from the core roll of 21, down to 12, by 1 point. When the merchant arrives, the weapons are selling for 21-7 = 14, or 100% purchase price. The merchant breaks even - or would if not for travel costs. Now, a good merchant could have gotten a better price, say 10 stat, 8 ranks, and 5+ ranks in gather info, he'd have a +10 roll, or with a roll of 10, purchase said weapons for 110-20=90% their value. So, this merchant makes 10% profit (buy 1000 gp worth of weapons for 900 gp, sell them for 1000 gp, or 100 gp profit for 7 days travel). So: you hear copper ore is in high demand, selling for 130% its base price. After 7 days travel to sell the copper, it sells for: 7 days = 1 price step down for base product, or 125% profit. Assuming you purchased the copper at the same 10% discount as shown above, you buy 1000 gp of copper for 900, sell it for 1250, so profit 350 gp. base product will be low value for bulky/heavy goods - flower, ore, etc - but since almost always in need and commonly stockpiled, the price is very stable. worked goods are decent price per lb, but have more frequent fluctuations - an order for weapons for the kings guard skyrockets the price, while a dearth of weapons floods the market after a local war ends (or PCs return from exterminating a local tribe of orcs, and then sell ALL of the weapons cheap!). risk goods take big chances but offer great reward - if it works out. This lets the PCs gamble - junk bonds of the dnd mercantile world. Well, any thoughts? Do the numbers look too screwy? Suggestions? [COLOR=Red][B]B:]B[/B][/COLOR] [/QUOTE]
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