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<blockquote data-quote="Baron Opal II" data-source="post: 8814478" data-attributes="member: 6794067"><p>No. Sorry.</p><p></p><p>What I have done:</p><p></p><p>* Assemble as large a market table as I could. Costs for gear, medicines (herbal and patent), nostrums, riding animals, war dogs, &c. Harn is a good resource.</p><p></p><p>* Determine 1-3 goods or services for each town and city. A prosperous or significant village might have one. This lets you know where things come from, what route merchant caravans might travel, and where PCs might want to go for rare or specific things. If my PCs need some alchemical work or have ingredients to unload, they know to go to Jasp. If they want cheap grains, beer, mead, they know to go to Beryl. Exotic pets are in Zothay, &c. These areas can either have the cheap prices or lines on resources not readily available elsewhere.</p><p></p><p>* Determine any market "nails". I'm sure there is an economic term for this, I don't know it. The city-state of Pearl is, expectedly, on a warm water coast and has many oyster beds. They have fixed the price of a 100gp pearl as a pearl of this specific size and quality. This happens to be the minimum for a pearl component for an <em>identify</em> spell. In my game, the pearl component needs to have certain objective characteristics for it to fuel the <em>identify</em> spell. An in-game entity has developed a means to fix the quality to a price. They do have a stockpile of these pearls, and will always buy or sell pearls of this quality for the specific price of 100gp. They have become known as "trade pearls" for this reason. They may be traded for higher values at large distances from the city of Pearl depending on demand.</p><p></p><p>* Determine subsistence living costs and higher cost lifestyles. So, like Celebrim mentioned above, for me it takes a person 1sp per day to live at a base "peasant" level. A basic inn with food costs 2sp per night. From there I've extrapolated up living costs per month. In part this takes into account maintenance of gear, but not replacement. One thing that is a part of my campaign is that if you want an audience with a ranking priest, noble, successful merchant, &c., you have to look and smell nice. Clothing and baths are an expense. At lower levels of living costs this is extra, but at higher levels it is assumed, and nice or fancy clothing is at least maintained. (Might go out of fashion, however!) If a character has a domain or holding, this mitigates much of their living expenses through taxes, and possibily for their friends as well.</p><p></p><p>* If a PC knows a trade, it is assumed that it was learned from their parent or they were apprenticed. It is also assumed that they left their apprenticeship to become an adventurer. If the character wishes to develop their skills in the trade, they can spend years resuming their apprenticeship (never happens), spend feats to climb the ranks (abstracted off-screen practice and insight), or proceed with apprentice level work. The amount that can be earned is abstracted and can depend on trade. Somethings aren't necessarily very applicable to personal projects (carpentry), or can take a lot of time (prospecting).</p><p></p><p><span style="font-size: 12px"><em>NB:</em> That should make it less of a wall of text.</span></p></blockquote><p></p>
[QUOTE="Baron Opal II, post: 8814478, member: 6794067"] No. Sorry. What I have done: * Assemble as large a market table as I could. Costs for gear, medicines (herbal and patent), nostrums, riding animals, war dogs, &c. Harn is a good resource. * Determine 1-3 goods or services for each town and city. A prosperous or significant village might have one. This lets you know where things come from, what route merchant caravans might travel, and where PCs might want to go for rare or specific things. If my PCs need some alchemical work or have ingredients to unload, they know to go to Jasp. If they want cheap grains, beer, mead, they know to go to Beryl. Exotic pets are in Zothay, &c. These areas can either have the cheap prices or lines on resources not readily available elsewhere. * Determine any market "nails". I'm sure there is an economic term for this, I don't know it. The city-state of Pearl is, expectedly, on a warm water coast and has many oyster beds. They have fixed the price of a 100gp pearl as a pearl of this specific size and quality. This happens to be the minimum for a pearl component for an [I]identify[/I] spell. In my game, the pearl component needs to have certain objective characteristics for it to fuel the [I]identify[/I] spell. An in-game entity has developed a means to fix the quality to a price. They do have a stockpile of these pearls, and will always buy or sell pearls of this quality for the specific price of 100gp. They have become known as "trade pearls" for this reason. They may be traded for higher values at large distances from the city of Pearl depending on demand. * Determine subsistence living costs and higher cost lifestyles. So, like Celebrim mentioned above, for me it takes a person 1sp per day to live at a base "peasant" level. A basic inn with food costs 2sp per night. From there I've extrapolated up living costs per month. In part this takes into account maintenance of gear, but not replacement. One thing that is a part of my campaign is that if you want an audience with a ranking priest, noble, successful merchant, &c., you have to look and smell nice. Clothing and baths are an expense. At lower levels of living costs this is extra, but at higher levels it is assumed, and nice or fancy clothing is at least maintained. (Might go out of fashion, however!) If a character has a domain or holding, this mitigates much of their living expenses through taxes, and possibily for their friends as well. * If a PC knows a trade, it is assumed that it was learned from their parent or they were apprenticed. It is also assumed that they left their apprenticeship to become an adventurer. If the character wishes to develop their skills in the trade, they can spend years resuming their apprenticeship (never happens), spend feats to climb the ranks (abstracted off-screen practice and insight), or proceed with apprentice level work. The amount that can be earned is abstracted and can depend on trade. Somethings aren't necessarily very applicable to personal projects (carpentry), or can take a lot of time (prospecting). [SIZE=3][I]NB:[/I] That should make it less of a wall of text.[/SIZE] [/QUOTE]
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