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consolidated:merchant_rules:start [2024/04/22 07:27] – [Trade Base] johnbconsolidated:merchant_rules:start [2024/05/14 22:06] (current) – [Merchant Ships] johnb
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 Merchants may buy any common item in 1,000-unit lots if the item’s price is listed in copper or silver pieces. If the price is listed in gold pieces, merchants can buy the item in 100-unit lots. After paying bargain prices, they sell the items to another merchant elsewhere (not in the same city) for the normal price. The merchants, of course, pocket the difference. Only items typically available in bulk can be bought and sold this way. For example, a merchant rogue would not normally be able to purchase a hundred ships over the counter. The DM has final say on whether a given product is available in large amounts. Magical items and objects listed as “rare” or “unique” are never available in bulk.  To receive this benefit, a merchant must oversee the entire “bulk buy”—from purchase to delivery. That kind of supervision may involve a long trip across dangerous terrain, which could be the basis for an adventure. A PC merchant might reduce expenditures by hiring fellow adventurers as mercenary guards. Gold earned in this process doesn’t count toward experience, but treasure liberated from monsters and attackers does.   Merchants may buy any common item in 1,000-unit lots if the item’s price is listed in copper or silver pieces. If the price is listed in gold pieces, merchants can buy the item in 100-unit lots. After paying bargain prices, they sell the items to another merchant elsewhere (not in the same city) for the normal price. The merchants, of course, pocket the difference. Only items typically available in bulk can be bought and sold this way. For example, a merchant rogue would not normally be able to purchase a hundred ships over the counter. The DM has final say on whether a given product is available in large amounts. Magical items and objects listed as “rare” or “unique” are never available in bulk.  To receive this benefit, a merchant must oversee the entire “bulk buy”—from purchase to delivery. That kind of supervision may involve a long trip across dangerous terrain, which could be the basis for an adventure. A PC merchant might reduce expenditures by hiring fellow adventurers as mercenary guards. Gold earned in this process doesn’t count toward experience, but treasure liberated from monsters and attackers does.  
  
-Initial discount is the average of Appraise, Diplomacy and Sense motive - up to a maximum of 10% discount.  Larger discounts can be had for stolen or fenced items - although there is always a risk in transporting stolen goods.  The best profits come from buying trade goods where they are common, and selling them in areas where they are less common.  For those items in the ‘Trade Goods’ list the GM might rule that they are particularly abundant in one area, but less common in other areas.  Exploiting these differences will bring the best profit.+Initial discount is half of your [[pathfinder:fst:haggling|haggling]] skill - up to a maximum of 10% discount.  Larger discounts can be had for stolen or fenced items - although there is always a risk in transporting stolen goods.  The best profits come from buying trade goods where they are common, and selling them in areas where they are less common.  For those items in the ‘Trade Goods’ list the GM might rule that they are particularly abundant in one area, but less common in other areas.  Exploiting these differences will bring the best profit.
  
 ===== Trading Company ===== ===== Trading Company =====
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 ==== Trade Base ==== ==== Trade Base ====
-For an investment of 1,500gp, a merchant can set up a Local Trade Base, which covers the costs for business space, employees and initial stock This consists of a store frontstorage, offices and a ‘business’ room for making the deals.  The Trade Base employs a manageroffice workers to manage the records and sales, labourers to move and transfer stock and guards to secure the building This covers a basic building in a townif you want a better buildingor a trade base in a city, it will cost more  +For an investment of 1,000gp, a merchant can set up a Local Trade Base, which covers the costs for business space, employees and initial stock  ++Note|(use the Town Hallreskinned)++.  It has an officespace for keeping records and some very limited storage spaceGoods for shippingetcare not kept on-site, but stored in a commercial warehouse.
 A Trading Company may have more than one trade base, but they must all be in different towns or cities. A Trading Company may have more than one trade base, but they must all be in different towns or cities.
  
 (Note:  A Trade Base does not generate an income, but enables you to make investments that do generate an income for you.  They also help with your Trading Check each time you level up.) \\ (Note:  A Trade Base does not generate an income, but enables you to make investments that do generate an income for you.  They also help with your Trading Check each time you level up.) \\
-++DM Note|  [Building = 1xShop, plus 1 Sitting room.  Staff = 1x manager, 1 team (each) of   Bureaucrats, Guards & Labourers.  Under the downtime rules, this should generate an income -  however, that is taken up by commissions, fees for storing goods in warehouses, and other incidental costs.]++  +
  
  
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 The more you invest in your trading company, the larger the profit you can make. The more you invest in your trading company, the larger the profit you can make.
 +
 +Obvious investment expansions are a Pier, stable and Ships.   The merchant House facilitates trade for others, rather than actually trading goods in their own right.
  
 === Merchant Ships === === Merchant Ships ===
  
-An established Merchant, with at least one Trade Base, can buy ships to establish trade routes.  The costs, listed below, include the vessel, crew and a full hold of cargo.  There are three classifications of vessel available to merchants. +Merchant, with an established Trade Base and Pier, can buy a ship to establish trade route.  The costs, listed below, include the vessel, crew and a full hold of cargo.  There are three classifications of vessel available to merchants. 
-  * Keel Boat  5,000gp  (Restricted to short coastal, or river, voyages) Adds +1 to the Trade Check. +  * Keel Boat  5,000gp  (Restricted to shortish coastal, or river, voyages) Adds +1 to the Trade Check. 
-  * Coaster 10,000gp  (Long coastal voyages) Adds +2 to the Trade Check.+  * Coaster 10,000gp  (Longer coastal voyages) Adds +2 to the Trade Check.
   * Sailing Ship 15,000gp (Un-restricted trading)  Adds +3 to the Trade Check.   * Sailing Ship 15,000gp (Un-restricted trading)  Adds +3 to the Trade Check.
 +<color #ed1c24>Rework this:  one vessel per trade base, and to take the cargo costs out of vessel prices as well.</color>
 +
 ++++ GM Notes on Crew|  ++++ GM Notes on Crew| 
-  * Keel Boat = 1 Team Sailors, 1 Team Labourers +  * Keel Boat = 1 Team Sailors, 1 Team Deckhands 
-  * Coaster = 1 Team Sailors, 1 Team Labourers, 1 team Guards & officers +  * Coaster = 1 Team Sailors, 1 Team deckhands, 1 team Guards & officers 
-  * Sailing ship = 2 Team Sailors, 2 Team Labourers, 2 team Guards & Officers+  * Sailing ship = 2 Teams Sailors, 2 Teams deckhands, 2 teams Guards & Officers
 ++++ ++++
 ==== Trading Check Table ==== ==== Trading Check Table ====
consolidated/merchant_rules/start.1713770834.txt.gz · Last modified: by johnb