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consolidated:building:business [2026/03/15 11:43] – [Staffing] johnbconsolidated:building:business [2026/03/15 16:53] (current) – [Large Businesses] johnb
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 However, a well run business earns you money that will contribute to your Living Expenses.  Under these rules, you can't take these profits as cash or use them to buy adventuring gear.   Trying to work out regular cash payments is an ++administrative nightmare|(Yep, I tried it, and it is hard work)++. However, a well run business earns you money that will contribute to your Living Expenses.  Under these rules, you can't take these profits as cash or use them to buy adventuring gear.   Trying to work out regular cash payments is an ++administrative nightmare|(Yep, I tried it, and it is hard work)++.
- 
- 
- 
-<color #ed1c24>Get rid of extra staff, etc -  and make profitability = 1% gp per month.</color> 
  
 ==== Business Size ==== ==== Business Size ====
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 Every business comes with a suitable staff and the cost of recruiting is included in the final cost of the building, including fees.  You can RP those encounters, but if that isn't appropriate for your game, it just happens automatically.    In effect, you buy the building and start renting it out to people who run the business.  Your profit comes from the rent that you charge them.  If you want to play a business person, and your GM permits it, you should use the standard Downtime rules.  I don't recommend that - I've tried it, and it can be hard work and boring, in a normal 'Adventure Based' game. Every business comes with a suitable staff and the cost of recruiting is included in the final cost of the building, including fees.  You can RP those encounters, but if that isn't appropriate for your game, it just happens automatically.    In effect, you buy the building and start renting it out to people who run the business.  Your profit comes from the rent that you charge them.  If you want to play a business person, and your GM permits it, you should use the standard Downtime rules.  I don't recommend that - I've tried it, and it can be hard work and boring, in a normal 'Adventure Based' game.
  
 +==== Unexpected Events ====
 +
 +Your DM might decide that something interrupts the normal income from your businesses, often as a plot hook of some sort.  These might be something minor, as a side plot, or something major that dominates the main adventure arc for a while -  but they should always be resolvable with a bit of effort.  Examples might include a shop beset by shoplifters, a massive storm that damages the building, or pirates on a trade route that your ship uses -  meaning they have to employ more guards.  Or even the business getting so big you can't track it.  DMs can have real fun   :P
 +
 +==== Business Empire ====
 +
 +Under this model, you effectively become a property magnate buying more, bigger and better businesses as you progress.  In that case you might want to hire a business manager  (see the downtime rules) to oversee your business empire.  This might be a case of just hiring, or you may want to use one of the feats that allows you to take on a henchman (although there are feats that allow you to take more than one henchman).
  
-==== Profits ====+==== Fees & Recruiting ====
  
-Profits from a business are calculated by using scaled down version of the Alternate Profession rules. Scalled down because the potential profit you can generate is incredibly unrealistic.  In some cases, you can (almost) make your Total Investment, in profit every month!  Profits in the consolidated world are approximately 10% of the found under the published rulesand count toward your cost of living expenses.  You cannot take the profit as gold to buy personal gearthat is covered in the loot drops that you get from adventuring.  Howeverremember that your cost of living payments includes a section where you can find items (up to a given value) in your home.+There are no fixed values for this.  If you want to build in development settlement, you probably won't pay any fees, but may need to pay recruitment costs to attract people to your out-of-the-way settlement.  In a village, you might get away without fees or recruitment costs - unless you are building something inappropriate for the areaor the local lord wants a share of the action.  Towns are middling -  you will probably pay a feewhich will depend on which part of town you build in; In the hinterlands they will be low and in the middle of town they will be high; recruiting costs depend on where you are and if the buildings are 'appropriate' for the location.  Cities are even worsethe fees and recruiting costs are similar to a Town -  but everything is more expensive.
  
-Need to rethink this Use 1 or 2 % of base cost + Take 10 ?sp/GP?  per month+If you develop an illegal business -  fees (in this case bribes, perhaps) and recruiting costs will be higher tha 
 +===== Business Income =====
  
-[[Business Profits]]+Your income from the business comes to 1% of the purchase cost of the building (excluding fees, recruiting etc) each month.  That might not seem like a lot, but the building pays for itself after about 8 years -  and is (in real  terms) a pretty good return.  If you go down the business  person route, and use the Downtime rules, yopu will make more -  but you will lose out on adventuring time.  This income goes towards your cost of living expenses, rather than generate gold that you can spend on adventuring gear.
  
 ^Income^Home^Description | ^Income^Home^Description |
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 Small Business, especially those in villages, do not normally benefit from employing managers or skilled staff.  Under normal circumstances, they are staffed by a L1 commoner, with a +4 modifier in the primary skill, assisted by an unskilled worker. Small Business, especially those in villages, do not normally benefit from employing managers or skilled staff.  Under normal circumstances, they are staffed by a L1 commoner, with a +4 modifier in the primary skill, assisted by an unskilled worker.
  
-^Small Businesses - Base price 1000gp or less ^^^Monthly Profit^ +^Small Businesses - Base price 1000gp or less ^^^^| 
-|R|Shrine|270|A shrine, idol or similar holy site. Staffed by a L1 Adept.|  +^-^Building^Base \\ Cost^Profit \\ gp/Mth ^Notes
-|B|Shop|550| A general store.| +|R|Shrine|270|2.7|A shrine, idol or similar holy site. Staffed by a L1 Adept.|  
-|B|Mill|660|A building used to cut lumber or grind grain.| +|B|Shop|550|5.5| A general store.| 
-|B|Smithy |730| An armorsmith, blacksmith, or weaponsmith.| +|B|Mill|660|6.6|A building used to cut lumber or grind grain.| 
-|B|Workshop |730|A shopfront and workshop for a trades' people - such as a butcher, baker, carpenter or leather worker.| +|B|Smithy |730|7.3| An armorsmith, blacksmith, or weaponsmith.| 
-|B|Tannery|830|A structure where workers prepare hides and leather.| +|B|Workshop |730|7.3|A shopfront and workshop for a trades' people - such as a butcher, baker, carpenter or leather worker.| 
-|B|Tavern|910|An eating or drinking establishment.| +|B|Tannery|830|8.3|A structure where workers prepare hides and leather.| 
-|B|Pier|930|Warehouse and office for docking ships and handling cargo or passengers.|+|B|Tavern|910|9.1|An eating or drinking establishment.| 
 +|B|Pier|930|9.3|Warehouse and office for docking ships and handling cargo or passengers.|
  
  
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   * Might benefit from employing skilled staff.   * Might benefit from employing skilled staff.
  
-^Medium Businesses  - Base price between 1000gp and 2500gp|||| +^Medium Businesses  - Base price between 1000gp and 2500gp||||| 
-|R|Graveyard|1,600|A plot of land where the dead are buried and honored.| +^-^Building^Base \\ Cost^Profit \\ gp/Mth ^Notes^ 
-|B|Luxury Store|1,030| A shop that specializes in expensive wares and luxuries.| +|B|Luxury Store|1,030|10.3| A shop that specializes in expensive wares and luxuries.| 
-|B|Wood Shop|1,210|A Wood Shop is a facility specially focused on the output of fine woodwork, from simple furniture to custom, masterwork engines of war.| +|B|Wood Shop|1,210|12.1|A Wood Shop is a facility specially focused on the output of fine woodwork, from simple furniture to custom, masterwork engines of war.| 
-|R|Temple|1,400|A place of worship dedicated to a deity.| +|R|Temple|1,400|14|A place of worship dedicated to a deity.| 
-|B|Brewery|1,450|A building for beer and ale brewing, winemaking, distilling, or some similar use.| +|B|Brewery|1,450|14.5|A building for beer and ale brewing, winemaking, distilling, or some similar use.| 
-|B|Library|1,460| A large building containing an archive of books.| +|B|Library|1,460|14.6| A large building containing an archive of books.| 
-|B|Bank|1,570|A secure building for storing coins and valuables, and for making loans to those in need.| +|B|Bank|1,570|15.7|A secure building for storing coins and valuables, and for making loans to those in need.| 
-|B|Observatory|1,580|A high dome or tower with optical devices for viewing the heavens.| +|B|Observatory|1,580|15.8|A high dome or tower with optical devices for viewing the heavens.| 
-|B|Magic Shop|1,590|A shop that specializes in buying and selling magic items, spells, and magical remedies.| +|B|Magic Shop|1,590|15.0|A shop that specializes in buying and selling magic items, spells, and magical remedies.| 
-|R|Graveyard|1,600|A plot of land where the dead are buried and honored.| +|R|Graveyard|1,600|16|A plot of land where the dead are buried and honored.| 
-|B|Stockyard|1,700|Barns and pens where herd animals are stored and prepared for nearby slaughterhouses.| +|B|Stockyard|1,700|17|Barns and pens where herd animals are stored and prepared for nearby slaughterhouses.| 
-|B|Stable|1,710|A structure for housing or selling horses and other mounts.| +|B|Stable|1,710|17.1|A structure for housing or selling horses and other mounts.| 
-|B|Theater|1,800|A venue for entertainment such as plays, operas, and concerts.| +|B|Theater|1,800|18|A venue for entertainment such as plays, operas, and concerts.| 
-|B|Mint|1,940|A secure building where coinage is minted and standard weights and measures are kept.| +|B|Mint|1,940|19.4|A secure building where coinage is minted and standard weights and measures are kept.| 
-|B|Museum|2,050|A place to display art and artifacts both modern and historical.| +|B|Museum|2,050|20.5|A place to display art and artifacts both modern and historical.| 
-|B|Hospital|2,080| A building designated as a place for healing the sick.| +|B|Hospital|2,080|20.8| A building designated as a place for healing the sick.| 
-|B|Farm|2,090| A small family farm or ranch.| +|B|Farm|2,090|20.9|A small family farm or ranch.| 
-|B|Tenement|2,120|A flophouse for housing a large number of people who pay low rent.| +|B|Tenement|2,120|21.2|A flophouse for housing a large number of people who pay low rent.| 
-|B|Inn|2,130| A place for visitors to stay and rest.| +|B|Inn|2,130|21.3| A place for visitors to stay and rest.| 
-|B|Dance Hall|2,150|An establishment for dancing, drinking, and consorting with attractive people.| +|B|Dance Hall|2,150|21.5|An establishment for dancing, drinking, and consorting with attractive people.| 
-|B|Black Market|2,200|A secret shop that buys and sells a variety of shady, dangerous, and illicit wares.| +|B|Black Market|2,200|22|A secret shop that buys and sells a variety of shady, dangerous, and illicit wares.| 
-|B|School|2,370|A place for educating children and young adults.|+|B|School|2,370|23.7|A place for educating children and young adults.|
  
 ===== Large Businesses ===== ===== Large Businesses =====
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   * Large Businesses benefit from employing skilled staff.   * Large Businesses benefit from employing skilled staff.
  
-^Large Businesses Base price more than 2500gp|||| +^Large Businesses Base price more than 2500gp||||
-|B|Guildhall|2,660|The headquarters for a guild or similar organization.| +^Medium Businesses  - Base price between 1000gp and 2500gp||||| 
-|B|Waterfront|2,680| A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.| +^-^Building^Base \\ Cost^Profit \\ gp/Mth ^Notes^ 
-|R|Monastery|3,270|A cloister for meditation and study.| +|B|Guildhall|2,660|26|The headquarters for a guild or similar organization.| 
-|M|Barracks|3,700|A building  for a large mercenary company. | +|B|Waterfront|2,680|26.8| A port for waterborne arrival and departure, with facilities for shipping and shipbuilding.| 
-|B|University|4,140| An institution of higher learning.| +|R|Monastery|3,270|32.7|A cloister for meditation and study.| 
-|B|Arena|4,800|A large public structure for competitions, demonstrations, team sports, or bloodsport.| +|M|Barracks|3,700|37|A building  for a large mercenary company. | 
-|B|Bardic College|4,810|A center for artistic learning in the visual and performing arts, literature, music, and lore.| +|B|University|4,140|41.4| An institution of higher learning.| 
-|R|Cathedral|4,960|A center of religious and spiritual leadership.| +|B|Arena|4,800|48|A large public structure for competitions, demonstrations, team sports, or bloodsport.| 
-|B|Academy|5,360|An institution of higher learning.| +|B|Bardic College|4,810|48.1|A center for artistic learning in the visual and performing arts, literature, music, and lore.| 
-|B|Magical Academy|5,630|An institution for training students in the magical arts.| +|R|Cathedral|4,960|49.6|A center of religious and spiritual leadership.| 
-|R|Druid’s Grove|5,750|This is a refuge in the wild where spell casters tied to nature can enjoy shelter and practice their crafts in outdoor surroundings. **(*)**| +|B|Academy|5,360|53.6|An institution of higher learning.| 
-|M|Military Academy|6,100| An institution dedicated to the study of war and the training of elite soldiers and officers. | +|B|Magical Academy|5,630|56.3|An institution for training students in the magical arts.| 
-|B|Menagerie|8,750|A large park stocked with exotic animals and magical beasts.|+|R|Druid’s Grove|5,750|57.5|This is a refuge in the wild where spell casters tied to nature can enjoy shelter and practice their crafts in outdoor surroundings. **(*)**| 
 +|M|Military Academy|6,100|61|An institution dedicated to the study of war and the training of elite soldiers and officers. | 
 +|B|Menagerie|8,750|87.5|A large park stocked with exotic animals and magical beasts.|
  
 **(*)** Druids groves **must** be built in wilderness or country areas, but still take the profit hit, in accordance with the rules.  They are not a good business investment. **(*)** Druids groves **must** be built in wilderness or country areas, but still take the profit hit, in accordance with the rules.  They are not a good business investment.
  
  
consolidated/building/business.1773575032.txt.gz · Last modified: by johnb