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<blockquote data-quote="Water Bob" data-source="post: 5853717" data-attributes="member: 92305"><p>I think you missed the part where I said, in my game, <em>"...treasure while adventuring is hard to come by in my universe...."</em></p><p> </p><p>For example, the PCs just finished an entire "dungeon", and from that they got a steel breastplate that needs to be fixed, a masterwork Battleaxe, and a couple other normal weapons (a mace, a dagger...etc), plus some clothes from the dead bodies (a leather girdle, a belt pouch, etc). This, and a total of 26 silver pieces.</p><p> </p><p>That's it.</p><p> </p><p>I don't run a Conan game with tons of treasure just sitting around for people to take it as happens in many D&D games. During the Hyborian Age, there are no dragons sitting around on hordes of coin. And, there are few Conan stories where the mighty Cimmerian has come into contact with large treasure hordes--the few times he does (the pastich Hall of the Dead comes to mind), something usually happens to spoil it.</p><p> </p><p>Conan isn't a game where characters typically get rich. There's even a core game rule (that I don't always follow) that instructs the GM to keep PC wealth to a minium to keep the flavor of the universe.</p><p> </p><p>So, in this universe, the PC might very well make more with their professions than they can adventuring.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>I see this point, but you'd allow this at 50% value? That seems a bit high to me. I think 10-30% tops would be more likely, IF the PC found a buyer at all.</p><p> </p><p>Did you just take half, or is there some D&D rule that guides you on this? If there's a rule, I'd be interested to read it.</p><p> </p><p>And....this makes me thing that maybe a quick bargaining throw would be appropriate in selling goods.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>Not according to the rule.</p><p> </p><p>The character you describe is +7 on the dice. An average roll on a d20 is 10. This means the character will earn an average of 17 / 2 = 8.5 gp a week...and this without risking his life. That's 442 gp per year.</p><p> </p><p>And, my characters are both craftsmen, not professionals thus their income is about double that of a professional of like ability.</p><p> </p><p>So, a craftsman would make an average of 17 gp per week or 884 gp per year.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p>This would translate to about 442 sp per year for the professional, or 884 sp per year for the craftsman in the Conan game.</p><p> </p><p>Therefore, even by the vanilla core rules in Conan (because adventuring isn't like a trip to the ATM), being a professional/craftsman is much more lucriative in my Conan game than it is in your D&D game.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>There is such a rule in 3.5. In D&D, Craftsmen throw on their skill once per week to receive a number of gp that week equal to the total. For professions, the same is done, taking half the total to represent that week's income.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>My characters are barbarians, members of a clan, in a village. There's a certain amount of socialism that goes on. I'm wondering how much I should decrease the normal rule on craftsmen/professional income to account for that shared with the clan.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5853717, member: 92305"] I think you missed the part where I said, in my game, [I]"...treasure while adventuring is hard to come by in my universe...."[/I] For example, the PCs just finished an entire "dungeon", and from that they got a steel breastplate that needs to be fixed, a masterwork Battleaxe, and a couple other normal weapons (a mace, a dagger...etc), plus some clothes from the dead bodies (a leather girdle, a belt pouch, etc). This, and a total of 26 silver pieces. That's it. I don't run a Conan game with tons of treasure just sitting around for people to take it as happens in many D&D games. During the Hyborian Age, there are no dragons sitting around on hordes of coin. And, there are few Conan stories where the mighty Cimmerian has come into contact with large treasure hordes--the few times he does (the pastich Hall of the Dead comes to mind), something usually happens to spoil it. Conan isn't a game where characters typically get rich. There's even a core game rule (that I don't always follow) that instructs the GM to keep PC wealth to a minium to keep the flavor of the universe. So, in this universe, the PC might very well make more with their professions than they can adventuring. I see this point, but you'd allow this at 50% value? That seems a bit high to me. I think 10-30% tops would be more likely, IF the PC found a buyer at all. Did you just take half, or is there some D&D rule that guides you on this? If there's a rule, I'd be interested to read it. And....this makes me thing that maybe a quick bargaining throw would be appropriate in selling goods. Not according to the rule. The character you describe is +7 on the dice. An average roll on a d20 is 10. This means the character will earn an average of 17 / 2 = 8.5 gp a week...and this without risking his life. That's 442 gp per year. And, my characters are both craftsmen, not professionals thus their income is about double that of a professional of like ability. So, a craftsman would make an average of 17 gp per week or 884 gp per year. This would translate to about 442 sp per year for the professional, or 884 sp per year for the craftsman in the Conan game. Therefore, even by the vanilla core rules in Conan (because adventuring isn't like a trip to the ATM), being a professional/craftsman is much more lucriative in my Conan game than it is in your D&D game. There is such a rule in 3.5. In D&D, Craftsmen throw on their skill once per week to receive a number of gp that week equal to the total. For professions, the same is done, taking half the total to represent that week's income. My characters are barbarians, members of a clan, in a village. There's a certain amount of socialism that goes on. I'm wondering how much I should decrease the normal rule on craftsmen/professional income to account for that shared with the clan. [/QUOTE]
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