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Merchants and Marketplaces: Trading/Business Rules for D+D 4e
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<blockquote data-quote="Irda Ranger" data-source="post: 4701943" data-attributes="member: 1003"><p>This looks really neat. I'm looking forward to employees rules, because (IME) I have only gamed with one player's PC (ever) who took on all three roles you describe above (purchasing, crafting and sales). Most PCs that engage in merchanting usually focus on only one of those and farm out the others to NPC specialists.</p><p></p><p>And there should certainly be rules for "absentee landlordism", to allow for PCs going off on adventures. Once you've got a business manager hired it should be possible to get away for a couple months at a time.</p><p></p><p><strong>Question 1</strong>: What's with the IUs? If an IU is always worth 10 GP, just use platinum pieces.</p><p></p><p><strong>Question 2</strong>: Any thoughts on integrating rules for real estate or "feudalism"? Most PCs who are looking to invest the treasures they get from adventuring usually go with academies/followers (military keeps, wizarding academies, founding churches - that sort of thing), but the next most common thing seems to be buying a village (more or less), defending it from monsters and collecting taxes. This is a bit tangential from your main topic, but it would be convenient it at least the two systems of investing treasure "spoke the same language" so to speak so players can compare apples & oranges.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4701943, member: 1003"] This looks really neat. I'm looking forward to employees rules, because (IME) I have only gamed with one player's PC (ever) who took on all three roles you describe above (purchasing, crafting and sales). Most PCs that engage in merchanting usually focus on only one of those and farm out the others to NPC specialists. And there should certainly be rules for "absentee landlordism", to allow for PCs going off on adventures. Once you've got a business manager hired it should be possible to get away for a couple months at a time. [B]Question 1[/B]: What's with the IUs? If an IU is always worth 10 GP, just use platinum pieces. [B]Question 2[/B]: Any thoughts on integrating rules for real estate or "feudalism"? Most PCs who are looking to invest the treasures they get from adventuring usually go with academies/followers (military keeps, wizarding academies, founding churches - that sort of thing), but the next most common thing seems to be buying a village (more or less), defending it from monsters and collecting taxes. This is a bit tangential from your main topic, but it would be convenient it at least the two systems of investing treasure "spoke the same language" so to speak so players can compare apples & oranges. [/QUOTE]
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