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General Tabletop Discussion
*Pathfinder & Starfinder
Running a Business rules revamp
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<blockquote data-quote="Imagicka" data-source="post: 2794480" data-attributes="member: 4621"><p><strong>WIWIIWMG (Well, I would, if it were my game...)</strong></p><p></p><p>Greetings...</p><p></p><p>For the one character who is selling stuff on the side of the road, well...let's consider her negatives.</p><p>Pettling her wears whereever she goes. No regular customer base. No stable market. I would give the person some serious negatives.</p><p></p><p>As for the rest who just own the business and let managers run it for them. Well, can the players afford to have managers run things for them? Because if the managers and workers aren't well paid... well, theft and embellizement, not to mention bad managers can really ruin a business. </p><p></p><p>Imagine all the roleplaying fun your players can have when they found out that the business is being run into the ground. The manager skipped town, and stole what profits were made. Not to mention the creative bookkeeping the manager did placing all the blame squarely on the shoulders of the owners. </p><p></p><p>So, who do you think would make more money? The travelling merchant? Or owner of a struggling business? </p><p></p><p>Ahh, 1/3rd the market price. Okay. Well, then, without working costs, 66% is the market profit for each unit sold. </p><p></p><p>I think it would be easier to calculate how many units a character can make in a given day, figure out what the costs are to attempt to make those units. Then do some skill rolls, and figure out how many were successful, and how many failed. Now, this can be a little bit of work, especially if you have someone making oh, say 50 units. But also, this could be fun because of the number of random masterwork objects that come from these rolls.</p><p></p><p>Of course, you could probably come up with a table of successes. Figure out the adjusted difficulty for the character to create her wares, and then the difficulty at selling them. Of course, selling could become a factor of roleplaying, or roleplaying sales could be a type of bonus that allows the character to up her sales numbers.</p><p></p><p>There is something in the DMG? Is this in the new book? Or the regular DMG? If so, what page? Well, if there are some good ideas there in the book, all the better.</p><p></p><p>Competition: -1d6? Having a ranging difficulty modifier is okay, I guess. But if this was something I was doing, I'd be trying to nail down the factors in the game. "So, what's so special about this competition that I'm working with a -6?" -- "So, if I paint my wagon, can that decrease the difficulty?"</p></blockquote><p></p>
[QUOTE="Imagicka, post: 2794480, member: 4621"] [b]WIWIIWMG (Well, I would, if it were my game...)[/b] Greetings... For the one character who is selling stuff on the side of the road, well...let's consider her negatives. Pettling her wears whereever she goes. No regular customer base. No stable market. I would give the person some serious negatives. As for the rest who just own the business and let managers run it for them. Well, can the players afford to have managers run things for them? Because if the managers and workers aren't well paid... well, theft and embellizement, not to mention bad managers can really ruin a business. Imagine all the roleplaying fun your players can have when they found out that the business is being run into the ground. The manager skipped town, and stole what profits were made. Not to mention the creative bookkeeping the manager did placing all the blame squarely on the shoulders of the owners. So, who do you think would make more money? The travelling merchant? Or owner of a struggling business? Ahh, 1/3rd the market price. Okay. Well, then, without working costs, 66% is the market profit for each unit sold. I think it would be easier to calculate how many units a character can make in a given day, figure out what the costs are to attempt to make those units. Then do some skill rolls, and figure out how many were successful, and how many failed. Now, this can be a little bit of work, especially if you have someone making oh, say 50 units. But also, this could be fun because of the number of random masterwork objects that come from these rolls. Of course, you could probably come up with a table of successes. Figure out the adjusted difficulty for the character to create her wares, and then the difficulty at selling them. Of course, selling could become a factor of roleplaying, or roleplaying sales could be a type of bonus that allows the character to up her sales numbers. There is something in the DMG? Is this in the new book? Or the regular DMG? If so, what page? Well, if there are some good ideas there in the book, all the better. Competition: -1d6? Having a ranging difficulty modifier is okay, I guess. But if this was something I was doing, I'd be trying to nail down the factors in the game. "So, what's so special about this competition that I'm working with a -6?" -- "So, if I paint my wagon, can that decrease the difficulty?" [/QUOTE]
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