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View Full Version : [3.5] Leadership/Business/Stronghold Min/Max Munchkinly Help



LordZarth
2009-01-12, 12:37 AM
So, just hit 6th level, and took Leadership. The other character in the two-man party did too.

So. The last words of the DM before we had to end the session were, in effect, "Those followers? Min/Max. Be as munchkinly as possible in the moneymaking. See you later!"

So. I am to use our followers (I'm the one with 23 INT--the other member has 5 INT) to make money. How to do this? Munchkining and Min/Maxing is as stated a goal--however, nothing ridiculous please (it's not fun for anyone if we make 500k/day).

We level and get treasure very quickly, so if we can't use your advice immediately, we can later.

SO: What's the best way to make money with followers? (Followers may be PC classes)

-------------------------------------------------

Also on the table: DMG business rules--Useful? Not Useful? How?

Strongholds. Moneymakers? Not moneymakers?

Thanks!

Myou
2009-01-12, 11:03 AM
The DMG business rules seem to just be an afterthought, you can find a much better set of rules here (http://boards1.wizards.com/showthread.php?p=9483527#post9483527).

Heliomance
2009-01-12, 11:14 AM
Well, with an explicit instruction like that, the obvious answer is Pun-Pun.
That may be taking it a bit too far though. Other options which stink of cheese involve a wizard cohort who either casts and sells Wall of Iron, or buys cows, casts Flesh to Salt (Sandstorm) and sells the several tons of salt. There's always the candle of invocation infinite wish trick for limitless wealth, just keep gating in efreeti, and wish for "money, money, and a candle of invocation".

Less cheesily, there's always the Artificer. Take the Extraordinary Artisan and Legendary Artisan feats a bunch of times (I think those are the right ones - the ones that reduce crafting XP and GP costs) and have him craft away like crazy, then sell the magic items.

bosssmiley
2009-01-12, 11:51 AM
Best way of making money via Leadership? Conquest and taxation. Srsly. If you have a horde at your back you can tax the proles what you like when you like. :smallwink:


Less cheesily, there's always the Artificer. Take the Extraordinary Artisan and Legendary Artisan feats a bunch of times (I think those are the right ones - the ones that reduce crafting XP and GP costs) and have him craft away like crazy, then sell the magic items.

Those feats don't stack. That was amended in the ECS errata.

DMG2 business rules are written by someone with no understanding of economics. Use the above-suggested Dungeonomicon rules instead.

See the Tome of Gears (by the same guys who did the Dungeonomicon) for some good ideas on decoupling power from money in D&D.

Heliomance
2009-01-12, 11:56 AM
Those feats don't stack. That was amended in the ECS errata.


Shhh! Not everyone reads the errata!

Tacoma
2009-01-12, 12:04 PM
You will profit most from market control. Use your physical power as adventurers to demolish all the trade guilds in your home country and replace them one by one. Each of your cohorts will run a guild, and by the time you need more than three you should have some 4th level followers to use. Because followers are traditionally wageless, anything you give them is gravy that puts their loyalty over nine thousaand.

Anyway I'd go for the Smith's Guild, Baker's Guild, and the Weaver's Guild. Begin to crack down on farmers who make the grain and fiber that feeds your bakers and weavers, and capture the mines that produce the ore and coal for your smiths.

If another craftsman sets up shop, attempts to buy tools or rent shop space, or even if anyone tries to sell a lot of the goods you control, kill them. Be ruthless. Let none escape.

The problem of course is that this is D&D, a completely unrealistic game where a mob of 100 brute workers with clubs is no match for a single midlevel adventurer. Or a decent military officer. So the above plan will fail.

Heliomance
2009-01-12, 08:00 PM
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