veven
2012-03-28, 12:42 AM
It's obvious that these rules are pretty bad. Even a character built to run one of the businesses has a difficult time making any sort of reasonable profit.
I have been toying with the idea of running a sort of open-ended E6 game where players would start a business in a region (of my home-brewed campaign setting) with a lot of competing business and guilds and not a whole lot of unification. Obviously the game would involve a great deal more than just making the monthly profit check, there are a lot of fun opportunities here I'm sure (corporate espionage, slandering competitors, dealing with theft, etc). The issue is, if I use the rules in DMG II as is, I'm worried the players will begin to be more attracted to more traditional ways of making money (traditional in a D&D sense, grave robbing and all that).
I want the game to have some combat, diplomatic encounters, and lots of RP, but I want the profit check to actually mean something. The PC's actions will certainly affect the profit check but when you are making like...200gp a month that isn't very fun.
Is there any good homebrew for something similar or perhaps just some simple ideas to make the preexisting rules work better.
Some ideas I had
-Make weekly profit checks instead of monthly
-Change the numbers (to what I'm not sure)
-Let the PC's put profits back into the business for a bonus on the next check (there would have to be an upper limit to this otherwise they could just keep pumping their checks. Maybe for each 5% of profits put back into the business they get a +1 on the next check, works up to +5. Just spit-balling) Lulz, just realized that if you can get at least a +16 to your check you can just infinite loop this by taking a 10 and always pumping 25% back in for infinite money. Maybe if you can only do this once/month, and it gives you a penalty on the check the week after or something.
I'm thinking by making the checks weekly and giving a lot more opportunities to pump the check it would be easier to succeed, the problem then becomes how to keep the level of risk that was initially there.
I'm looking for any thoughts you beautiful playgrounders have on the subject. Thanks in advance!
I have been toying with the idea of running a sort of open-ended E6 game where players would start a business in a region (of my home-brewed campaign setting) with a lot of competing business and guilds and not a whole lot of unification. Obviously the game would involve a great deal more than just making the monthly profit check, there are a lot of fun opportunities here I'm sure (corporate espionage, slandering competitors, dealing with theft, etc). The issue is, if I use the rules in DMG II as is, I'm worried the players will begin to be more attracted to more traditional ways of making money (traditional in a D&D sense, grave robbing and all that).
I want the game to have some combat, diplomatic encounters, and lots of RP, but I want the profit check to actually mean something. The PC's actions will certainly affect the profit check but when you are making like...200gp a month that isn't very fun.
Is there any good homebrew for something similar or perhaps just some simple ideas to make the preexisting rules work better.
Some ideas I had
-Make weekly profit checks instead of monthly
-Change the numbers (to what I'm not sure)
-Let the PC's put profits back into the business for a bonus on the next check (there would have to be an upper limit to this otherwise they could just keep pumping their checks. Maybe for each 5% of profits put back into the business they get a +1 on the next check, works up to +5. Just spit-balling) Lulz, just realized that if you can get at least a +16 to your check you can just infinite loop this by taking a 10 and always pumping 25% back in for infinite money. Maybe if you can only do this once/month, and it gives you a penalty on the check the week after or something.
I'm thinking by making the checks weekly and giving a lot more opportunities to pump the check it would be easier to succeed, the problem then becomes how to keep the level of risk that was initially there.
I'm looking for any thoughts you beautiful playgrounders have on the subject. Thanks in advance!