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<blockquote data-quote="Ltheb Silverfrond" data-source="post: 4121627" data-attributes="member: 39867"><p>If you are looking for these things in the core rules, you (unfortunately) will not find them. D&D was not built to handle an economy. Look at the rules for buying and selling; theres no way you can make money. (Since everything costs the same amount everywhere, and when you sell something you get 1/2 its cost) Now, as a DM, you could factor resource scarcity, but even then, unless its something ultra-impossible to get without insane markup, you wont really be making anything. The profession checks could be used, but then again they don't factor the size of your business into anything. </p><p>I'd make the three galleys give a +6 bonus (total, +2 each) to the profession check (But thats me). </p><p></p><p>But honestly, if you are a DM looking to have some sort of economy in the game, You need to either:</p><p> A - Deal with Profession checks and assign ad-hoc modifiers for everything.</p><p> B - Find a 3rd party sourcebook that deals with these things. (I am sure they are arround)</p><p> C - Just make it up. Assign however much amount of profit (or loss) you think is fair (and appropriate for the game). Your players might complain, but the game isn't made to handle this thing. Its about kicking in the door to the Tomb of Horrors and looting the gems from the demilich at the end.</p><p></p><p>If you are a player - Talk to your DM. Ask him if this is what he wants you to be doing and if he has a rules set he wants to use for this. If he doesn't want to deal with it, you probably shouldn't do it.</p><p>-</p><p>As for creating a life outside the storyline - Depends on the type of game. No real rules here. Some of my players come up with pretty detailed back stories for their characters so they have thing going on on the side that are just assumed to take place between adventures.</p></blockquote><p></p>
[QUOTE="Ltheb Silverfrond, post: 4121627, member: 39867"] If you are looking for these things in the core rules, you (unfortunately) will not find them. D&D was not built to handle an economy. Look at the rules for buying and selling; theres no way you can make money. (Since everything costs the same amount everywhere, and when you sell something you get 1/2 its cost) Now, as a DM, you could factor resource scarcity, but even then, unless its something ultra-impossible to get without insane markup, you wont really be making anything. The profession checks could be used, but then again they don't factor the size of your business into anything. I'd make the three galleys give a +6 bonus (total, +2 each) to the profession check (But thats me). But honestly, if you are a DM looking to have some sort of economy in the game, You need to either: A - Deal with Profession checks and assign ad-hoc modifiers for everything. B - Find a 3rd party sourcebook that deals with these things. (I am sure they are arround) C - Just make it up. Assign however much amount of profit (or loss) you think is fair (and appropriate for the game). Your players might complain, but the game isn't made to handle this thing. Its about kicking in the door to the Tomb of Horrors and looting the gems from the demilich at the end. If you are a player - Talk to your DM. Ask him if this is what he wants you to be doing and if he has a rules set he wants to use for this. If he doesn't want to deal with it, you probably shouldn't do it. - As for creating a life outside the storyline - Depends on the type of game. No real rules here. Some of my players come up with pretty detailed back stories for their characters so they have thing going on on the side that are just assumed to take place between adventures. [/QUOTE]
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