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<blockquote data-quote="NotAYakk" data-source="post: 8311805" data-attributes="member: 72555"><p>Having Venture of some kind, be it a sailing ship (or airship!), a castle, a tavern, a church, or a <s>thieves</s> merchants guild or whatever, is a pretty classic D&D thing.</p><p></p><p>I, for one, would appreciate simple rules that let me generate a reasonable set of events occurring in the Venture.</p><p></p><p>I think the stats should be knobs that the DM can turn to describe the Venture.</p><p></p><p><strong>Capital</strong> (measured in 1000s of gp)</p><ul> <li data-xf-list-type="ul">The bad event for Capital is it takes damage.</li> <li data-xf-list-type="ul">Each point of damage gives you a -1 penalty to your Venture roll</li> <li data-xf-list-type="ul">Repairing damage requires officers dedicated to repair.</li> </ul><p><strong>Crew</strong> (Has morale)</p><ul> <li data-xf-list-type="ul">Morale varies from 0 to 6. Gives a bonus to Venture rolls.</li> <li data-xf-list-type="ul">Every 10% over or under crewed gives a -1 penalty to Venture rolls.</li> <li data-xf-list-type="ul">Each Officer dedicated to replacing Crew can recruit 1d8 Crew per week.</li> </ul><p><strong>Officers</strong> (Has skill)</p><ul> <li data-xf-list-type="ul">They have a collective skill that varies from 0 to 6. This gives a bonus to Venture rolls.</li> <li data-xf-list-type="ul">Base number is what is required to run the Venture; every officer you are short (dedicated to something else) gives a -1 penalty to Venture rolls.</li> <li data-xf-list-type="ul">Extra Officers cost 50 gp/month.</li> <li data-xf-list-type="ul">An officer can spend a week recruiting another officer; roll 1d20+officer proficiency. 1-5: None found, 6-15: Inferior, can hire but Officers lose 1 skill point if you do (nobody is found if your officer skill is currently at 0). 16+: Acceptable hire, nat 20: Exceptional hire, gain +1 officer proficiency.</li> </ul><p><strong>Yield</strong> (Has opportunities)</p><ul> <li data-xf-list-type="ul">What you get out of it in a month.</li> <li data-xf-list-type="ul">Some Ventures produce gold.</li> <li data-xf-list-type="ul">Some Ventures convert gold into something else:</li> </ul><p>** Frontier keep converts gold into settlement capital</p><p>** Wizard's lab converts gold into magical research (including items)</p><p>** A Shrine converts gold into piety (which ... could include getting blessed items)</p><p></p><p>A given Venture has a Capital, Crew, Officer and Yield properties.</p><p></p><p>On the DM's side, the Crew/Officers/Capital should be used to calculate a reasonable Yield.</p><p></p><p>Each month you should roll for Capital Damage (wear and tear), Crew and Officer loss (death or quitting), and a Venture roll.</p><p></p><p>Still too complex. I think it needs to be more story facing, and less simulationist. Hurm.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8311805, member: 72555"] Having Venture of some kind, be it a sailing ship (or airship!), a castle, a tavern, a church, or a [S]thieves[/S] merchants guild or whatever, is a pretty classic D&D thing. I, for one, would appreciate simple rules that let me generate a reasonable set of events occurring in the Venture. I think the stats should be knobs that the DM can turn to describe the Venture. [B]Capital[/B] (measured in 1000s of gp) [LIST] [*]The bad event for Capital is it takes damage. [*]Each point of damage gives you a -1 penalty to your Venture roll [*]Repairing damage requires officers dedicated to repair. [/LIST] [B]Crew[/B] (Has morale) [LIST] [*]Morale varies from 0 to 6. Gives a bonus to Venture rolls. [*]Every 10% over or under crewed gives a -1 penalty to Venture rolls. [*]Each Officer dedicated to replacing Crew can recruit 1d8 Crew per week. [/LIST] [B]Officers[/B] (Has skill) [LIST] [*]They have a collective skill that varies from 0 to 6. This gives a bonus to Venture rolls. [*]Base number is what is required to run the Venture; every officer you are short (dedicated to something else) gives a -1 penalty to Venture rolls. [*]Extra Officers cost 50 gp/month. [*]An officer can spend a week recruiting another officer; roll 1d20+officer proficiency. 1-5: None found, 6-15: Inferior, can hire but Officers lose 1 skill point if you do (nobody is found if your officer skill is currently at 0). 16+: Acceptable hire, nat 20: Exceptional hire, gain +1 officer proficiency. [/LIST] [B]Yield[/B] (Has opportunities) [LIST] [*]What you get out of it in a month. [*]Some Ventures produce gold. [*]Some Ventures convert gold into something else: [/LIST] ** Frontier keep converts gold into settlement capital ** Wizard's lab converts gold into magical research (including items) ** A Shrine converts gold into piety (which ... could include getting blessed items) A given Venture has a Capital, Crew, Officer and Yield properties. On the DM's side, the Crew/Officers/Capital should be used to calculate a reasonable Yield. Each month you should roll for Capital Damage (wear and tear), Crew and Officer loss (death or quitting), and a Venture roll. Still too complex. I think it needs to be more story facing, and less simulationist. Hurm. [/QUOTE]
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