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Odd things in the rules that bug you?
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<blockquote data-quote="Oofta" data-source="post: 8127036" data-attributes="member: 6801845"><p>This is why I simply hand-wave this kind of stuff and assume that all profits (other than potentially living costs) are all sunk back into keeping the business afloat. </p><p></p><p>The other thing is for people that want to make money crafting is that you can't just set up a business anywhere. There are guilds to deal with, regulations, competing business. Add in the fact that adventurers are notorious for wanting to drop everything and run off to chase after something shiny on a whim. </p><p></p><p>There are so many other obstacles, basically if it was that easy to turn a profit why isn't someone else doing it? There are contracts, transportation costs, getting a reliable supplier, a reliable purchaser. It's not like they can just pick up a ton of spices and call up UPS to have guaranteed delivery. If anyone really wants, they can always retire their PC to get into the import/export business. Good luck with that, they're now an NPC. Maybe you'll run into them again when they need to hire some old buddies because all their ships have been the victim of piracy.</p><p></p><p>P.S. If the PCs can set up a teleportation circle for supply routes (or similar) it would have already been done. PCs and "evil wizards bent on taking over the world" are not the only ones who have access to magic in my campaigns.</p></blockquote><p></p>
[QUOTE="Oofta, post: 8127036, member: 6801845"] This is why I simply hand-wave this kind of stuff and assume that all profits (other than potentially living costs) are all sunk back into keeping the business afloat. The other thing is for people that want to make money crafting is that you can't just set up a business anywhere. There are guilds to deal with, regulations, competing business. Add in the fact that adventurers are notorious for wanting to drop everything and run off to chase after something shiny on a whim. There are so many other obstacles, basically if it was that easy to turn a profit why isn't someone else doing it? There are contracts, transportation costs, getting a reliable supplier, a reliable purchaser. It's not like they can just pick up a ton of spices and call up UPS to have guaranteed delivery. If anyone really wants, they can always retire their PC to get into the import/export business. Good luck with that, they're now an NPC. Maybe you'll run into them again when they need to hire some old buddies because all their ships have been the victim of piracy. P.S. If the PCs can set up a teleportation circle for supply routes (or similar) it would have already been done. PCs and "evil wizards bent on taking over the world" are not the only ones who have access to magic in my campaigns. [/QUOTE]
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