Trading commodities in D&D

Holy Bovine

First Post
OK so my players have a cargo vessel, ocean going, and want to engage in a little trading as they travel from port to port and adventure to adventure. They are pretty good about me not having a complete trade goods listing of every item but i want to change that. What are you rules, ideas etc for trading in D&D. I am thinking of basic goods like iron, wood, foodstuffs, medical supplies etc. Prices? Expected profits? Costs to run the ship? Anything you have can help or if you know of a book/pdf that has rules governing this kind of thing please share!
 

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Traveller used to have a fairly comprehensive trading system in their book on merchants. FFE has been selling compilations of those books reprinted, so it should be easy to find and adapt.
 


DreadPirateMurphy said:
Traveller used to have a fairly comprehensive trading system in their book on merchants. FFE has been selling compilations of those books reprinted, so it should be easy to find and adapt.

I have the Traveller books (more than I can count really - my first love, Traveller) but they are difficult to convert to a D&D setting. Prices can be either way too high or way too low. I'm trying to find a happy medium for commodity prices that won't leave the PCs either with no profits to too much profit. Thanks for the suggestion though.
 

Merkuri said:
I think there's some information along those lines in the DMGII, but it's been a while since I looked at the book.

Checking it out now - haven't used it much beyond the 'mob' template myself....
 

I know it's kinda lame, but, you could turn the whole thing into a Profession check, modified, perhaps, by Bluff, Dimplomacy or high Charisma.

I mean, if the players want to drag it out and turn the trading into part of the role playing, that's cool. But if they're really just interested in turning a profit, there are ways to handle that. They may complain, but just point out that taxes, supplies and other expenses eat away at everything but what the Profession check gives.

Dave
 

I really like "Silk Road" by Expeditious Retreat Press. Not only do they have the rules for trade, they also have an incredibly huge list of trade goods that are good inspiration for new adventures. Plus it's a darn interesting read about the Silk Road.
 

Arms and Equipment Guide is full of nifty goods. I think someof the items designed to give skill bonuses are kind of silly, but I like all the lists of fabrics, alcohols, spices and exotic foodstuffs. Depending on where the ship is shipping to, I imagine that the easiest goods to get involved in are silk and spices. I think they underprices the saffron, though.
 

Detailed Trading System

In my current campaign, the party has a ship and uses it for trading between adventures or on their way to adventure sites. They have plans in the long run of acquiring a larger vessel and ultimately in funding other trading ships.

I am using the A Magical Society: Silk Road that a previous poster recommended. It is an excellent resource for information on trade goods and also an interesting read. You'll have to make decisions on where things are produced in your world because the 1,000 trade goods are based on the idea that you buy them where they are produced and ship them as far as possible away from there to get the best price. I've been assigning a few goods to each area they travel, rather than trying to divide up the whole 1,000 item list at once.

One nice thing is that they include information on most of the trading goods, because I didn't know what some of them were. The rest I've been looking up on the internet.

There are no specific rules in there for shipping by boat, so you have to wing a few things. In doing some research, I found that historically sailors were paid either through a small share of the final profit, through a daily wage, or through a combination of both. To this, you add the cost of feeding the crew and the party.

You also have to take into account wear and tear on the ship. I have been using a model that is roughly one-half of one percent of the ship's value in upkeep and parts each month. I have no idea how accurate that is, but it is comfortable for my group.

I apply a flat amount spent on taxes, docking fees, and tariffs. Different trading ports have different values, so the PCs can learn where to get the best value.

All and all, I think it's a great value for a $12 book. (And the same can be said for their other Magical Society books.)
 


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