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*Pathfinder & Starfinder
Running a Business rules revamp
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<blockquote data-quote="Imagicka" data-source="post: 2794231" data-attributes="member: 4621"><p>Greetings...</p><p></p><p>Well, first of all I don't think that running a business in a medieval fantasy paradigm setting is going to be all that rewarding. If characters could make a lot of money selling things, then no one would ever be adventuring. Screw digging around a dungeon! I'm going to become a merchant! So, I don't think the option to be a merchant should be a lucrative one, because it would throw the entire economy system of your work out of whack, and would make things illogical.</p><p></p><p>But let's see...Now, since the success of the business would of course be dependant upon the ranks of skill in a given profession, ie: Profession: Cobbler; then I would expect players to concentrate on those skills alone, using Diplomacy should allow you to gain a +2 modifier to help with the skill check, and with appraise, unless your in a high-quality market +1 is good enough. </p><p></p><p>I would say that creating a normal, item to be sold would be the normal DC of 15. Of course, creating a masterwork item makes the DC 20. </p><p></p><p>So, the first step would be to figure out what kind of market the business falls under and figure out a profit of margin. I think keeping it as a percentage is easier in the long run.</p><p></p><p>I would first figure out what percentage of profit that a character would want, or at least what the profit margin would be for the rest of the world, the NPCs. I don't know what is 'realistic', but let's say that 5% is generally what most merchants would made. Unless we are talking about high-quality, or expensive markets. So, let's say:</p><p>05% -- Average Profit Margin for most markets</p><p>10% -- High-Quality, Expensive Item Markets</p><p>15% -- Magical Market</p><p>20% -- Black Market</p><p></p><p>If you want to make a profit margin higher than that, I think it should increase the difficulty by 1 for every percentage you want to increase by. Selling boots? Normal boots would bring you a 5%. You want 10%? The difficulty just now increased by +5. Selling high-quality boots? Start at 10%.</p><p></p><p>Now, I don't know how I can get around, or at least avoid having to factor in the base cost, and the time to produce one item. I guess we would have to figure out how much it would cost one item for market, and how much time it would take. Then we can figure out what the cost would be and how many items it would take for an half a day, 2 weeks, or 10 months. Having to know what your base costs are important. Then your profit can be based upon how much the costs were for a given amount of time. -- It cost 100gp to make boots for the last month? </p><p></p><p>Now, how would creating masterwork items increase the profit margin? I guess the standard way. It would increase the cost of the item by 50%? I don't know. I seem to remember that creating a masterwork item would increase the cost of creation by 50% I don't have anything with me that I can check the books.</p><p></p><p>Then, of course, I would say factors will adjust the difficulty. Increase the quality is one way. But I would also say "Is the market in demand of the item?" If there is a demand, decrease the DC. Less than regular demand? Or the market has a lot of competition? Increase the DC.</p><p></p><p>Some of those skill modifiers I like, some I don't...like: What the heck is a secondary skill? </p><p></p><p>The market has a lot of other merchants and choices for buyer? Competition. +2 DC</p><p>Business has a monopoly on the market? -2 DC</p><p>High demand in the market? -2 DC</p><p>Business has a signature item/service? -1 DC</p><p>Business is in a regular location? -2 DC</p><p>Business is not in a regular location? +2 DC</p><p>Business is not run at a regular time? +2 DC</p><p></p><p>I don't think that profit should be determined per sale. I think it should be considered upon how much time and effort is put into the given profession. If you put in 8 hours a day into the profession, then I say that the player should gain 100% of the profit. 4 hours a day? 50% of the profit is available to the character, however the +4 is added to the DC of the situation.</p></blockquote><p></p>
[QUOTE="Imagicka, post: 2794231, member: 4621"] Greetings... Well, first of all I don't think that running a business in a medieval fantasy paradigm setting is going to be all that rewarding. If characters could make a lot of money selling things, then no one would ever be adventuring. Screw digging around a dungeon! I'm going to become a merchant! So, I don't think the option to be a merchant should be a lucrative one, because it would throw the entire economy system of your work out of whack, and would make things illogical. But let's see...Now, since the success of the business would of course be dependant upon the ranks of skill in a given profession, ie: Profession: Cobbler; then I would expect players to concentrate on those skills alone, using Diplomacy should allow you to gain a +2 modifier to help with the skill check, and with appraise, unless your in a high-quality market +1 is good enough. I would say that creating a normal, item to be sold would be the normal DC of 15. Of course, creating a masterwork item makes the DC 20. So, the first step would be to figure out what kind of market the business falls under and figure out a profit of margin. I think keeping it as a percentage is easier in the long run. I would first figure out what percentage of profit that a character would want, or at least what the profit margin would be for the rest of the world, the NPCs. I don't know what is 'realistic', but let's say that 5% is generally what most merchants would made. Unless we are talking about high-quality, or expensive markets. So, let's say: 05% -- Average Profit Margin for most markets 10% -- High-Quality, Expensive Item Markets 15% -- Magical Market 20% -- Black Market If you want to make a profit margin higher than that, I think it should increase the difficulty by 1 for every percentage you want to increase by. Selling boots? Normal boots would bring you a 5%. You want 10%? The difficulty just now increased by +5. Selling high-quality boots? Start at 10%. Now, I don't know how I can get around, or at least avoid having to factor in the base cost, and the time to produce one item. I guess we would have to figure out how much it would cost one item for market, and how much time it would take. Then we can figure out what the cost would be and how many items it would take for an half a day, 2 weeks, or 10 months. Having to know what your base costs are important. Then your profit can be based upon how much the costs were for a given amount of time. -- It cost 100gp to make boots for the last month? Now, how would creating masterwork items increase the profit margin? I guess the standard way. It would increase the cost of the item by 50%? I don't know. I seem to remember that creating a masterwork item would increase the cost of creation by 50% I don't have anything with me that I can check the books. Then, of course, I would say factors will adjust the difficulty. Increase the quality is one way. But I would also say "Is the market in demand of the item?" If there is a demand, decrease the DC. Less than regular demand? Or the market has a lot of competition? Increase the DC. Some of those skill modifiers I like, some I don't...like: What the heck is a secondary skill? The market has a lot of other merchants and choices for buyer? Competition. +2 DC Business has a monopoly on the market? -2 DC High demand in the market? -2 DC Business has a signature item/service? -1 DC Business is in a regular location? -2 DC Business is not in a regular location? +2 DC Business is not run at a regular time? +2 DC I don't think that profit should be determined per sale. I think it should be considered upon how much time and effort is put into the given profession. If you put in 8 hours a day into the profession, then I say that the player should gain 100% of the profit. 4 hours a day? 50% of the profit is available to the character, however the +4 is added to the DC of the situation. [/QUOTE]
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