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reapersoulEater
2013-03-18, 09:20 PM
there you have it, fastest way to make gold in 3.5 using all books(3.0 included) for a lv5-6 party till lv 20

GO!

Gavinfoxx
2013-03-18, 09:24 PM
https://docs.google.com/document/d/1aG4P3dU6WP3pq8mW9l1qztFeNfqQHyI22oJe09i8KWw/edit

Also your post is really rude...

But, in general, the fastest way to make money is to scare up a bunch of quests so that you do your 4/day (or 6/day) encounters for two months straight, get to level where you can cast level 9 spells, and teleport through time to give your younger self a bunch of money when you first need it...

Morphie
2013-03-18, 09:33 PM
Buy 10-foot ladders (5 cp) and disassemble them into 2 10-foot poles (2 sp market value) . Sell the steps of the ladder as firewood (1 cp).
Repeat until Bill Gates-status.
Even at 50% price for selling rate you'll profit.

Gone.

Krobar
2013-03-18, 09:34 PM
Buy ladders for 5 cp each, and sell wooden poles for 2 sp each.

edit: damn. ninja'd.

Cast Wall of Iron and sell the iron. It's worth a lot more than 50 gp.

reapersoulEater
2013-03-18, 10:06 PM
https://docs.google.com/document/d/1aG4P3dU6WP3pq8mW9l1qztFeNfqQHyI22oJe09i8KWw/edit

Also your post is really rude....

meant no offense but i did sounded demanding though... my bad

karkus
2013-03-18, 10:09 PM
Take Leadership, summon followers, kill them, take their stuff, sell it. Even 1st-level NPCs are supposed to have about 900 gps worth of stuff, and at half-value, it's still worth a lot.

The main downside, however, is that it will be slightly more difficult to recruit followers ("What, a -2 or so penalty to my leadership score? WHO CARES?"), but that is easily avoided by taking Thrallherd (http://www.dandwiki.com/wiki/SRD:Thrallherd) and simply psychically calling them back every 24 hours at no penalty to you.

Also, Fabricating (http://www.dandwiki.com/wiki/SRD:Fabricate) a dragon corpse into armor, but more importantly so, weapons, can easily dish out a few hundred thousand gold's worth in Dragoncraft Compostite Longbows in several minutes (from the Draconomicon).

The only problem with that last one is as to where you can go to sell your hundred(s of) bows...

EDIT: Yeaaaah I'm going to go ahead and disagree with the first response. I never saw this post as being rude. I actually had to check several times after I saw it to make sure that OP's post wasn't edited after that. Anxious? Maybe. But definitely not rude. Maybe you read it in a different tone?

Gavinfoxx
2013-03-18, 10:16 PM
It was rude and demanding because he didn't say,

"Hi, I'm interested in hearing some ideas about wealth creation, and efficient and rapid ways for my group to gain wealth. We have a party, but no one has made their characters yet, the GM has said it is going to start at level 5 and take it all the way to 20, and many of the players like the idea of making tons of money. The GM says all 3.5 WotC books are available, even 3.0 books, but I don't know any more details about the campaign other than that. What are some useful suggestions?"

limejuicepowder
2013-03-18, 10:22 PM
Be a class with invisibility and sleight of hand (beguiler is probably easiest). Go to the biggest city you can find and pick pocket the crowded market district for everything they have.

As long as the place was crowded enough, you could easily make 1 pick pocket attempt per round. Invisibility makes the opposed spot check irrelevant, so you just have to beat the DC 20 check.

A level 4 beguiler with max ranks, 5 ranks in bluff, a masterwork tool (finger hooks? A can of Stick-Em?), skill focus, and 18 dex has a +18 modifier, meaning they would only fail to lift something on a roll of 1.

Are there rules for how much is pick pocketed in each attempt? If you are in the right part of the city a couple of gold per attempt would be reasonable. That would add up pretty fast. Targeting jewelry could be an easy way to dozens or even hundreds of gold.

Barmoz
2013-03-18, 10:31 PM
Pool your resources and buy a set of ring gates, become fedex, profit. Did this in a campaign, after the initial investment, it doesn't take that long before ring gates vs. caravans or other transport methods becomes ridiculously profitable.

Greenish
2013-03-18, 10:38 PM
The fastest way sure to not result in flying DMGs is just adventuring. Seriously, that's ridiculously profitable stuff.

limejuicepowder
2013-03-18, 10:40 PM
The fastest way sure to not result in flying DMGs is just adventuring. Seriously, that's ridiculously profitable stuff.

Risky though, depending on the DM :)

Greenish
2013-03-18, 10:45 PM
Risky though, depending on the DM :)Well, if all else goes wrong, you only have to be faster than the dwarf.

UnjustCustos
2013-03-18, 10:45 PM
Hire a few hundred vagrants to and start building boats while abusing the epic check rules for Craft.

Gavinfoxx
2013-03-18, 10:55 PM
Actually, taking the stuff of other countries is generally quite profitable. You generally just have to be more badass than their armies, and you can go in and take all their best stuff. Quite possible for an adventuring party at level 10-12 or so...

Keld Denar
2013-03-18, 11:05 PM
Be a 2nd level wizard (or 1st level specialist). Make sure you have 3 spells in your spell book. Mount, Disguise Self, and Magic Aura.

1) Cast Mount to conjour a magic horse for an hour.
2) Cast Magic Aura to mask the magic aura on the horse so that it appears non-magical.
3) Cast Disguise Self to look like a horse merchant.
4) Sell "non-magical" horse to unsuspecting schmuck.
5) Dismiss Disguise Self to avoid lynchmobs.
6) Repeat 1-5 until suspicions start to get too much.
7) Find a new town, start over from 1.

reapersoulEater
2013-03-18, 11:13 PM
Be a 2nd level wizard (or 1st level specialist). Make sure you have 3 spells in your spell book. Mount, Disguise Self, and Magic Aura.

1) Cast Mount to conjour a magic horse for an hour.
2) Cast Magic Aura to mask the magic aura on the horse so that it appears non-magical.
3) Cast Disguise Self to look like a horse merchant.
4) Sell "non-magical" horse to unsuspecting schmuck.
5) Dismiss Disguise Self to avoid lynchmobs.
6) Repeat 1-5 until suspicions start to get too much.
7) Find a new town, start over from 1.

you sir are a genius!! XD

icefractal
2013-03-18, 11:17 PM
Hire a few hundred vagrants to and start building boats while abusing the epic check rules for Craft.Epic rules for Craft? The only one I see is just a variant on the normal "increase DC to the extent you want" one. You're still just producing goods at a rate of roughly (roll ^ 2)sp per week. Which is not bad at all (~5000 gp/week with 100 workers), but it relies on the same thing as Flesh to Salt or Wall of Iron - the existance of a market - and I'm not sure it's actually faster.



Actually, taking the stuff of other countries is generally quite profitable. You generally just have to be more badass than their armies, and you can go in and take all their best stuff. Quite possible for an adventuring party at level 10-12 or so...We did this in Kingmaker, actually. Well, the "taking their stuff" part was pretty secondary, since the kingdom rules were already giving us a huge monthly income by that point. But decapitation strikes instead of using an army? Very successful. It definitely makes you some enemies though.



Pool your resources and buy a set of ring gates, become fedex, profit. Did this in a campaign, after the initial investment, it doesn't take that long before ring gates vs. caravans or other transport methods becomes ridiculously profitable.It turns out that if you do this in Eberron, house Sivis and/or Orien will try to stomp on you, in a big way. True story. :smalltongue:

Mithril Leaf
2013-03-19, 01:31 AM
Well my leetle kobold, let me tell you about papa pun-pun, and how he gains infinite profession checks at level 1. Here iz ze story (http://www.minmaxboards.com/index.php?topic=2705.0).

Shining Wrath
2013-03-19, 09:05 AM
Find an ancient wyrm. Kill it. Loot it.

Karnith
2013-03-19, 09:15 AM
First, you pool your money so you can afford a candle of invocation. Next, have a lawful evil party member use the candle to gate in an efreet. Then use your three wishes to-*Books fly at player*

Seriously, though, adventuring is pretty lucrative, and it's (OOC) the most reliable way to get rich as a player.

Zero grim
2013-03-19, 09:28 AM
Buy 10-foot ladders (5 cp) and disassemble them into 2 10-foot poles (2 sp market value) . Sell the steps of the ladder as firewood (1 cp).
Repeat until Bill Gates-status.
Even at 50% price for selling rate you'll profit.

Gone.

I think I can remember reading somewhere that 10 foot poles where made of metal, I could be wrong there, anyone happen to be able to know where I might have read that (its been bugging me for a while if I even did)

but if you have a ladder and dismantle it you don't have two ten foot poles, you have a broken ladder, at best you have two large quarter staffs and some firewood, maybe 1 cp.

How to make money quickly in D&D, play a binder and sell your healing services as first level cure light wounds, earn 10g every minute (or 5 rounds) pretty fast and simple money maker.

also you could all just push yourselves to chaotic evil and just pillage small towns, at level 5 you should be capable enough to do that without to much worry.

or maybe go for potion of glibness and convince a local bank or other such stash of money that you are withdrawing your life savings.

Deophaun
2013-03-19, 09:47 AM
Fabricate platinum/gold into jewelry. You can make several million in a single casting that way.

UnjustCustos
2013-03-19, 09:59 AM
Epic rules for Craft? The only one I see is just a variant on the normal "increase DC to the extent you want" one. You're still just producing goods at a rate of roughly (roll ^ 2)sp per week. Which is not bad at all (~5000 gp/week with 100 workers), but it relies on the same thing as Flesh to Salt or Wall of Iron - the existance of a market - and I'm not sure it's actually faster.


Agreed. It does rely on the market. But like all things you have to choose the right market. Contract out to a nation to increase their naval fleet. Contract out to pirates to build their fleet to combat the navy. Then start making zeppelins the same way you made boats to give one or the other a push in the arms race. High diplomacy checks are welcomed for this route.

Malroth
2013-03-19, 10:34 AM
beg for copper pieces on the street corner its much more profitable than adventuring in my DM's group (2000 gp total earned split 6 ways over 10 levels)

Morphie
2013-03-19, 11:05 AM
I think I can remember reading somewhere that 10 foot poles where made of metal, I could be wrong there, anyone happen to be able to know where I might have read that (its been bugging me for a while if I even did)

but if you have a ladder and dismantle it you don't have two ten foot poles, you have a broken ladder, at best you have two large quarter staffs and some firewood, maybe 1 cp.

How to make money quickly in D&D, play a binder and sell your healing services as first level cure light wounds, earn 10g every minute (or 5 rounds) pretty fast and simple money maker.

also you could all just push yourselves to chaotic evil and just pillage small towns, at level 5 you should be capable enough to do that without to much worry.

or maybe go for potion of glibness and convince a local bank or other such stash of money that you are withdrawing your life savings.


According to the Phb:
Ladder, 10-foot: This item is a straight, simple wooden ladder.

Maybe the 10-foot pole is made of metal, but if it's purpose is to set off traps from a 10-foot distance, a 10-foot pole made of wood will also do fine.

If the DM has some levels of sanity he'll probably remember the WBL guidelines and won't let this party have more money than their average. But hey, I've seen it all.

Adventuring is still the best way to make money. Kill a dragon.

Darrin
2013-03-19, 01:00 PM
"Shirt Off Your Back"

Here's an easy way to squeeze another 5 GP out of your starting equipment. PHB p. 111 states that your character starts out with one set of clothing: artisan's outfit, entertainer's outfit, explorer's outfit, monk's outfit, peasant's outfit, scholar's outfit, or traveler's outfit. Pick the explorer's outfit (10 GP), and then sell it back for half market price (5 GP). If you don't want to be nekkid, buy a peasant's outfit for 1 SP.

"Like Water For Acid"

A 5th level wizard can cast water to acid, which can convert 5 cubic feet of water into acid. That's about 37.5 gallons, or 300 pints. Buy 300 flasks (3 CP each) for 3 GP, fill them with water. Cast water to acid, then sell the 300 flasks of acid for 50% market price, or 1500 GP.

If you don't want to wait until 5th level, a 1st level character with at least 153 GP can do this by paying a spellcaster to cast a 3rd level spell, assuming he can find one that knows water to acid. (Using the mount trick at least twice should get you about 150 GP.)

"Wall of $alt"

A 7th level cleric/druid/wizard can cast wall of salt to create 175 square feet of wall that's 7 inches thick. Assuming each square foot is 7/12ths of a cubic foot, that's about 102 cubic feet of salt. Per ASTM salt weighs 80 lbs per cubic foot, but that can vary anywhere between 72 to 80 lbs depending on moisture content and the size of the crystals. Call it 72 to be safe, 102 x 72 = 7344 lbs. Per the PHB p. 112, one pound of salt is worth 5 GP as a trade good, so 7344 x 5 = 36720 GP. This is actually more efficient than casting wall of iron, which produces about 113437 lbs of iron (assuming 450 lbs per cubic foot), or 11343 GP per casting.

"Black Lotus Bonanza"

This post (http://www.giantitp.com/forums/showpost.php?p=10040483&postcount=5) uses a Chaos Flask + summoned djinn's major creation to create 19140 vials of Black Lotus Extract, which has a market price of about 86 million GP. You can use a similar trick with saffron, a trade good that may produce anywhere from 15K to 1 million GP, depending on how you price the saffron.

Waspinator
2013-03-19, 03:33 PM
Try to trick as many princesses as possible into marrying you. Should give you considerable wealth and power, at least long-term.

Vaz
2013-03-19, 04:11 PM
Wu Jen 15/Archmage 5

Take Body Outside Body 4 times, and Wish once as the SLA. Each clone uses BOB to clone themselves 4 times 4 times a day, then use Wish to create a 25k magic item twice a day.

The primary caster can cast BOB 5 times at least (without Pearls of Power 7), so that becomes 20 clones, each making 50k for free (1m gp). Each of those clones make 16 clones (320) which each make 50k for free (16m).

That is 11 rounds of work, and it doesn't stop there.

Shining Wrath
2013-03-19, 04:15 PM
Try to trick as many princesses as possible into marrying you. Should give you considerable wealth and power, at least long-term.

And considerable trouble from angry fathers and mothers-in-law. And usurpers will be your lot. Unless you are so formidable that people grant you the right of polygamy.

reapersoulEater
2013-03-19, 04:45 PM
Try to trick as many princesses as possible into marrying you. Should give you considerable wealth and power, at least long-term.

I have a charisma of 21 :) is that good enough to get them to love me?? Lol

Gavinfoxx
2013-03-19, 05:00 PM
How about:

Kill things and take their stuff.

Vaz
2013-03-19, 05:17 PM
You can do that on top of the Wu Jen 15/Archmage 5. It is a full caster anyhow, and more threatening than its spell list suggests thanks to spell tricks and the addition of the Spell Compenium suggestion.

Waspinator
2013-03-19, 10:37 PM
Here's a fun one: train in Handle Animal, start a circus.

Octopusapult
2013-03-20, 12:32 AM
Hitting as many as I can here...



https://docs.google.com/document/d/1aG4P3dU6WP3pq8mW9l1qztFeNfqQHyI22oJe09i8KWw/edit

Also your post is really rude...

But, in general, the fastest way to make money is to scare up a bunch of quests so that you do your 4/day (or 6/day) encounters for two months straight, get to level where you can cast level 9 spells, and teleport through time to give your younger self a bunch of money when you first need it...

Playing the game is the fastest way to make money. I agree.


Buy 10-foot ladders (5 cp) and disassemble them into 2 10-foot poles (2 sp market value) . Sell the steps of the ladder as firewood (1 cp).
Repeat until Bill Gates-status.
Even at 50% price for selling rate you'll profit.

Gone.

The appeal of a 10ft pole is that it is typically collapsible. Though I could be wrong and it doesn't actually say that anywhere in any of the books, that's just always how I've interpreted the item. (How else would it fit in our packs?)

If that is the case, then economy. At some point the demand for 10ft poles decreases because there is more than enough of them in each of the shops, and have been traded to nearby areas, that you would no longer be selling them for net profit.

If a party of PCs is this prepared to avoid working for their money, the DM should be just as prepared to slap them over the head with a proverbial newspaper and explain why this trick simply doesn't work.


Take Leadership, summon followers, kill them, take their stuff, sell it. Even 1st-level NPCs are supposed to have about 900 gps worth of stuff, and at half-value, it's still worth a lot.

The main downside, however, is that it will be slightly more difficult to recruit followers ("What, a -2 or so penalty to my leadership score? WHO CARES?"), but that is easily avoided by taking Thrallherd (http://www.dandwiki.com/wiki/SRD:Thrallherd) and simply psychically calling them back every 24 hours at no penalty to you.

Also, Fabricating (http://www.dandwiki.com/wiki/SRD:Fabricate) a dragon corpse into armor, but more importantly so, weapons, can easily dish out a few hundred thousand gold's worth in Dragoncraft Compostite Longbows in several minutes (from the Draconomicon).

The only problem with that last one is as to where you can go to sell your hundred(s of) bows...

EDIT: Yeaaaah I'm going to go ahead and disagree with the first response. I never saw this post as being rude. I actually had to check several times after I saw it to make sure that OP's post wasn't edited after that. Anxious? Maybe. But definitely not rude. Maybe you read it in a different tone?

Until you are exposed as murderers and hunted by a party of adventurers to avenge the death of family members / friends/ etc.

You know... the kind of thing you really should have been doing in the first place.


Be a class with invisibility and sleight of hand (beguiler is probably easiest). Go to the biggest city you can find and pick pocket the crowded market district for everything they have.

As long as the place was crowded enough, you could easily make 1 pick pocket attempt per round. Invisibility makes the opposed spot check irrelevant, so you just have to beat the DC 20 check.

A level 4 beguiler with max ranks, 5 ranks in bluff, a masterwork tool (finger hooks? A can of Stick-Em?), skill focus, and 18 dex has a +18 modifier, meaning they would only fail to lift something on a roll of 1.

Are there rules for how much is pick pocketed in each attempt? If you are in the right part of the city a couple of gold per attempt would be reasonable. That would add up pretty fast. Targeting jewelry could be an easy way to dozens or even hundreds of gold.

This is also a good way to have your character thrown into jail until their age starts having affects on your attribute scores.

Picking Pockets is a thing. There are rules for it. But only so the plot can be advanced when this sort of thing is necessary. Getting notes from shifty assassin-type characters and trying to steal the necklace phylactery from the lich who's been parading about the kingdom pretending to be a prince. Not as the primary source of income for your character.

And saying "the guards won't find me because I'm invisible" only works if you are literally the first and only person who has ever been invisible in this campaign setting. Otherwise, you can bet that the guards will have their own magical trinkets and abilities in place specifically for people who think they're being clever by way of using magic to circumvent laws. Especially in a big kingdom like the one you're suggesting be used as a target.


Pool your resources and buy a set of ring gates, become fedex, profit. Did this in a campaign, after the initial investment, it doesn't take that long before ring gates vs. caravans or other transport methods becomes ridiculously profitable.

Until the red tape of international laws and courier guilds come down on you for this. While it is a fairly sound method of making money, and could be done alongside adventuring (PCs run a courier business) it isn't quite foolproof.

Personally, I would probably cause a "gate malfunction" or two on my PCs if they tried this. Or some public smear campaigns thanks to our friends in courier and messenger guilds.


Hire a few hundred vagrants to and start building boats while abusing the epic check rules for Craft.

The fact that you included the word "abusing" right in your suggestion means you're well aware that no self-respecting DM will let you get away with this kind of thing without either straight up just saying "no" or by throwing some wrenches in your gears.


Be a 2nd level wizard (or 1st level specialist). Make sure you have 3 spells in your spell book. Mount, Disguise Self, and Magic Aura.

1) Cast Mount to conjour a magic horse for an hour.
2) Cast Magic Aura to mask the magic aura on the horse so that it appears non-magical.
3) Cast Disguise Self to look like a horse merchant.
4) Sell "non-magical" horse to unsuspecting schmuck.
5) Dismiss Disguise Self to avoid lynchmobs.
6) Repeat 1-5 until suspicions start to get too much.
7) Find a new town, start over from 1.

Another good way to end up on "Most Wanted Lists." all around a continent. Guards or Adventuring Parties would be sent after you with methods to see through your merchant guise and attempting to bring you in for whatever bounty.

Sure you can leave with the money and start clean. But who's to say that one or two of your "customers" weren't undercover agents, and that their Gold Pieces aren't actively tracking you? Or even scrying you? Hell, half of the world might know your face and reputation by the time you get to your "safe haven."


Try to trick as many princesses as possible into marrying you. Should give you considerable wealth and power, at least long-term.

There was a book in Fable 1 that had some notes on a polygamous hero. When his two wives discovered what he had done, they coordinate a visit from the Mythical Castrating Mountain Monkey. (http://fable.wikia.com/wiki/The_Trigamist)

(link is safe, just goes to the actual story transcript)

If it's really worth the gamble to you though, I guess that's your risk to take.


Here's a fun one: train in Handle Animal, start a circus.

This...

...

I actually have no problem with this what-so-ever....

Waspinator
2013-03-20, 12:44 AM
I actually kind of want to do that one for real. I think you could built a decent plot around running a circus in Eberron.

Octopusapult
2013-03-20, 12:50 AM
I actually kind of want to do that one for real. I think you could built a decent plot around running a circus in Eberron.

We will call it House Circus.

Someone get started on drawing the dragonmark...

Waspinator
2013-03-20, 12:51 AM
And get the artificers to make a circus tent on wheels.

Octopusapult
2013-03-20, 12:53 AM
And get the artificers to make a circus tent on wheels.

Merrix d'Circus was a kind young man with an affinity for nature and the wilds... :smalltongue:

Sith_Happens
2013-03-20, 12:59 AM
1. Buy [caster level] torches for 1 cp each.
2. Cast Summon Monster IV, summoning a Lantern Archon.
3. Tell the Lantern Archon to use its Continual Flame SLA on each of the torches you bought.
4. Sell [caster level] everburning torches for 55 gp each.
5. Repeat steps 1-4 as necessary.

Octopusapult
2013-03-20, 01:10 AM
1. Buy [caster level] torches for 1 cp each.
2. Cast Summon Monster IV, summoning a Lantern Archon.
3. Tell the Lantern Archon to use its Continual Flame SLA on each of the torches you bought.
4. Sell [caster level] everburning torches for 55 gp each.
5. Repeat steps 1-4 as necessary.

I would again make the argument that eventually the market for everburning torches would run dry.

Alternatively, say you've created the pencil that never goes dull and never needs sharpened.

Now all you can do with it, is create one pencil for anyone who needs one. Then what? They never need to replace it. It never goes dull or needs sharpened. You've created a product TOO quality, and it never needs to be replaced, so you never make more than an initial sum of money.

The same problem applies to torches that never extinguish. Why do you think game developers never fix all the problems with their games? So they can promise to do it next year, and sell us another $60 trash biscuit.

UnjustCustos
2013-03-20, 01:13 AM
You think in too linear of a fashion. If he sells a torch that never goes out to everyone who will ever want one then he has created a new market, one based around people who WANT those never ending torches to end. The idea isn't that when the market is flooded the revenue stops. The idea is to ensure when the market is flooded to be prepared to corner the new market.

Gavinfoxx
2013-03-20, 01:24 AM
I wouldn't do just torches. Do ANYTHING. A heatless flame? Rocks, weapons, cloth, torches, sticks, coins, etc. etc. etc. Lots of useful things to put a continual flame on!

Waspinator
2013-03-20, 01:30 AM
Some people just want to watch the world burn.

TypoNinja
2013-03-20, 01:31 AM
Adventuring. Seriously.

While there are several ways to break the economy of infinite wealth over time, its the over time bit that bites you in the ass, and the need to actually sell the ridiculous amount of goods you are generating, the price of which is about to nose dive.

On the other hand, a 1st level party, can in a weekend made more money than most business men see in a year. Adventuring is just ludicrously profitable compared to any mundane profession.

Sith_Happens
2013-03-20, 01:49 AM
I would again make the argument that eventually the market for everburning torches would run dry.

Alternatively, say you've created the pencil that never goes dull and never needs sharpened.

Now all you can do with it, is create one pencil for anyone who needs one. Then what? They never need to replace it. It never goes dull or needs sharpened. You've created a product TOO quality, and it never needs to be replaced, so you never make more than an initial sum of money.

The same problem applies to torches that never extinguish. Why do you think game developers never fix all the problems with their games? So they can promise to do it next year, and sell us another $60 trash biscuit.

STOP CRUSHING MY DREAMS!

:smalltongue:

Malroth
2013-03-20, 06:01 AM
Obviously everyone who says "Adventuring" has DM's that actually use the loot tables unlike every DM i've ever gamed under.

morkendi
2013-03-20, 08:05 AM
3 spells, mount, disguise self, magic aura. Cast mount, take away the magic aura, disguise yourself, go sell it.....

Greenish
2013-03-20, 08:14 AM
The appeal of a 10ft pole is that it is typically collapsible. Though I could be wrong and it doesn't actually say that anywhere in any of the books, that's just always how I've interpreted the item.Collapsible 10' pole is in Dungeonscape (among other sources), and is more expensive than a normal 10' pole (which is just 10' length of wood).


(How else would it fit in our packs?)Who says it does?

Elricaltovilla
2013-03-20, 08:36 AM
I would again make the argument that eventually the market for everburning torches would run dry.

Alternatively, say you've created the pencil that never goes dull and never needs sharpened.

Now all you can do with it, is create one pencil for anyone who needs one. Then what? They never need to replace it. It never goes dull or needs sharpened. You've created a product TOO quality, and it never needs to be replaced, so you never make more than an initial sum of money.

The same problem applies to torches that never extinguish. Why do you think game developers never fix all the problems with their games? So they can promise to do it next year, and sell us another $60 trash biscuit.

No see, one year after you've sold everyone the Perfect Pencil (tm) you come out with the Perfect Pencil 2 (tm). It's exactly the same except now it comes in white or black, and comes with a little gold number 2 on it so everyone knows you spend 600 gp on a damn iPod when you could have gotten a different mp3 player for 1/3 the price... and I seem to have lost my train of thought there. :smalltongue:

Octopusapult
2013-03-20, 09:46 AM
You think in too linear of a fashion. If he sells a torch that never goes out to everyone who will ever want one then he has created a new market, one based around people who WANT those never ending torches to end. The idea isn't that when the market is flooded the revenue stops. The idea is to ensure when the market is flooded to be prepared to corner the new market.

If people want a never ending torch that ends, they can get a regular, kerosene powered torch...


I wouldn't do just torches. Do ANYTHING. A heatless flame? Rocks, weapons, cloth, torches, sticks, coins, etc. etc. etc. Lots of useful things to put a continual flame on!

If it's that easy for the PCs to do it, then it's that easy for anyone else to do it. The market may already be cornered.


STOP CRUSHING MY DREAMS!

:smalltongue:

Never. Never, ever. :smallbiggrin:


Obviously everyone who says "Adventuring" has DM's that actually use the loot tables unlike every DM i've ever gamed under.

Sometimes you get that and it's just hard for a DM to justify the huge pile of money that's in the middle of the street / volcano / whatever.

Usually If I skip a few rewards like that though, they get a really nice one down the road. It's on the DM to know when he's exhausting your resources and leaving you with dull blades (so to speak.) But a little wink / nudge / hint / screaming-in-his-face "WE NEED MORE LOOT" can't hurt either...


Collapsible 10' pole is in Dungeonscape (among other sources), and is more expensive than a normal 10' pole (which is just 10' length of wood).

I'm glad the reference exists and I didn't come up with that out of the back of my mind, but I'm less happy that someone still tried to defend the point that you could re-sell ladders for 10ft pole profit.

Like I've said for every idea that follows a generic "sell one item forever" policy, eventually no one wants your cookies anymore.


No see, one year after you've sold everyone the Perfect Pencil (tm) you come out with the Perfect Pencil 2 (tm). It's exactly the same except now it comes in white or black, and comes with a little gold number 2 on it so everyone knows you spend 600 gp on a damn iPod when you could have gotten a different mp3 player for 1/3 the price... and I seem to have lost my train of thought there. :smalltongue:

I'm depressed that I can't say "that won't work" because it does work in real life, year, after year, after year...

Greenish
2013-03-20, 10:01 AM
Some of the Eberron fluff seems to suggest that Continual Flame spells need semi-constant maintenance (like early industrial gas lighting), but obviously crunch says otherwise.


Still, Darklights (SoS), perhaps the coolest/most useful form of lighting around, do require being loaded with power points every now and then.

Krobar
2013-03-20, 10:04 AM
1. Save some money from adventuring.
2. Use that money to buy a scroll of Wish.
3. Wish to know the location of a huge, undiscovered deposit of gold ore (or some other precious commodity - silver, emeralds, diamonds ... whatever you want).
4. Go there.
5. Start digging.

Octopusapult
2013-03-20, 10:11 AM
I'm surprised no one has submitted the use of the Genesis spell to create a demiplane made entirely of various diamonds and gemstones to have several constructs / undead come and mine it for you...

If the market up and ends for gemstones, create a new demiplane for gold, copper, or whatever else.

Ksheep
2013-03-20, 10:18 AM
Go for a consumable. As stated earlier, Wall of Salt is quite profitable, and after you sell it, it will be used and the customers will need more. You could also start farming with some expensive items such as saffron and try to corner the market there.

hydraa
2013-03-20, 03:02 PM
May not be the fastest way, but it suffers less from the cheese factor and gives your characters something to do with during downtime, especially if some are crafting or otherwise pre-occupied.

Use Perform, tumble, sleight of hand, balance checks (these are basic skill checks to get from 1d10 cp up to 3d6 gold a day at DC 30. There is mention of spellcasting (illusions) but not sure what the skill would be, maybe spellcraft?

I thought I had something that had higher DCs for higher DCs skill use but can not find it right now and would earn up to 3d6 platinum. (found it DR330)


You can even get a +2 to your check by having another character fail at heckling the performance (RC)

reapersoulEater
2013-03-20, 04:53 PM
I'm surprised no one has submitted the use of the Genesis spell to create a demiplane made entirely of various diamonds and gemstones to have several constructs / undead come and mine it for you...

If the market up and ends for gemstones, create a new demiplane for gold, copper, or whatever else.

hmm interesting i like this one a lot as fair honest living.... but i mean except the part where i actually have to be a necromancer with undead mastery and have hundreds undead slaves!!! thats just plain Evil!!!!!!!!!!...... O WAIT I am a necromancer(cleric) with undead mastery and i am actually neutral evil. it actually doesnt seem so bad :smallbiggrin:

um just read this.. can i still do it?(
This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth).

Gavinfoxx
2013-03-20, 06:24 PM
Clerics are better necromancers than Wizards anyway...

Octopusapult
2013-03-20, 06:51 PM
um just read this.. can i still do it?


This spell cannot create life (including vegetation), nor can it create construction (such as buildings, roads, wells, dungeons, and so forth).

You're not creating life, vegetation, or buildings. You're creating a solid plane of assorted diamonds and gems and ores.

Also, if you wanted vegetation and buildings, you can plant a farm or build a building later. I don't know what's going to grow out of solid diamonds, but maybe you know something I don't.

Malroth
2013-03-20, 09:15 PM
Although if you want greatest value per unit of weight you're better off creating a plane made of vanilla beans than one made of solid gold or diamond.

Octopusapult
2013-03-20, 09:16 PM
Although if you want greatest value per unit of weight you're better off creating a plane made of vanilla beans than one made of solid gold or diamond.

Vegetation.

Ksheep
2013-03-20, 09:50 PM
Vegetation.

Create a plane filled with loamy soil, correct temperature, humidity, weather patterns, and sunlight that is most beneficial for vanilla/black lotus/saffron/whatever other plant you want to cultivate. Also, give it accelerated time, so it doesn't take months to mature, but rather days.

Morphie
2013-03-20, 09:52 PM
Judging from what I've been reading, I have to ask:
- Do you play with a DM and is there an adventure to play? Because, no matter what your plans are, it all deppends on what your DM allows you to do and what spare time you have to exploit any of the suggestions you may find here.

Besides, what motivation can a party of adventurers have to actually go adventuring if they can just sit back and get absurdly rich without some actual work? Yes, more XP and, subsequently, more power and character options have their appeal, but Wealth is introduced in the game as a way to control said power, not only to equip your character with tools with which he can overcome his obstacles as they increase in difficulty, but also to reward his progress in the story.

Please don't take this the wrong way, but you don't win D&D. You play it.

Coidzor
2013-03-20, 10:33 PM
1. Buy [caster level] torches for 1 cp each.
2. Cast Summon Monster IV, summoning a Lantern Archon.
3. Tell the Lantern Archon to use its Continual Flame SLA on each of the torches you bought.
4. Sell [caster level] everburning torches for 55 gp each.
5. Repeat steps 1-4 as necessary.

Or even just plain old sticks or clubs, since those are RAW free. Well, clubs are at least.

Reminds me of the side-business of convincing cities to pay you for public street lighting.


I would again make the argument that eventually the market for everburning torches would run dry.

That's obvious and is why you diversify your portfolio and expand yourself into additional markets over time. :smallconfused:


Alternatively, say you've created the pencil that never goes dull and never needs sharpened.

Now all you can do with it, is create one pencil for anyone who needs one. Then what? They never need to replace it. It never goes dull or needs sharpened. You've created a product TOO quality, and it never needs to be replaced, so you never make more than an initial sum of money.

Unless you're producing them at a prodigious rate or geographically locked, it's not something you'd have to worry about for a while, especially to someone with the mentality of an adventurer who isn't necessarily wanting this to be a business they can pass on to their kids so much as a source of seed capital for further nefarious designs.


Besides, what motivation can a party of adventurers have to actually go adventuring if they can just sit back and get absurdly rich without some actual work?

Power, vengeance, exploration, boredom, wanderlust, bloodlust. Essentially every motivation but normal greed. Heck, Draconic/Adventurer Greed is still on the table, as it's not sated by any quantity of lucre short of ALL OF THE LUCRE. And even then...

Having something other than "om nom nom, I'm pacman, just going after all these pellets," for your players to be motivated with is probably a good idea if we're going to be discussing the practicalities of actual games.

Octopusapult
2013-03-20, 10:51 PM
Create a plane filled with loamy soil, correct temperature, humidity, weather patterns, and sunlight that is most beneficial for vanilla/black lotus/saffron/whatever other plant you want to cultivate. Also, give it accelerated time, so it doesn't take months to mature, but rather days.

....
......well why didn't you just say so... :smalltongue:


Judging from what I've been reading, I have to ask:
- Do you play with a DM and is there an adventure to play? Because, no matter what your plans are, it all deppends on what your DM allows you to do and what spare time you have to exploit any of the suggestions you may find here.

Besides, what motivation can a party of adventurers have to actually go adventuring if they can just sit back and get absurdly rich without some actual work? Yes, more XP and, subsequently, more power and character options have their appeal, but Wealth is introduced in the game as a way to control said power, not only to equip your character with tools with which he can overcome his obstacles as they increase in difficulty, but also to reward his progress in the story.

Please don't take this the wrong way, but you don't win D&D. You play it.

This is basically what I've been trying to say. You shouldn't spend your time playing D&D looking for get rich quick schemes. Hell, in the time this thread has been active, a game session or two could have been run that gives the PC's enough money for whatever they'd need at their level just by traditional exploring and dragon-slaying.


That's obvious and is why you diversify your portfolio and expand yourself into additional markets over time. :smallconfused:

"Alright, what kind of campaign are we playing?"

"The world is in perpetual peace. All laws are comfortable enforced and the general population is happy. Poverty is at a record low, and the entire world feels fairly secure."

"The hell are we supposed to do then?"

"well.. I guess we'll just make a business out of selling street-lighting alternatives until the market runs dry, at which point we'll DIVERSIFY OUR PORTFOLIOS AND EXPAND OURSELVES INTO ADDITIONAL MARKETS OVER TIME."

If I'm the only one who thinks this looks absolutely insane as a premise for a D&D Campaign, I'm just going to kill myself tonight. Because this conversation is literally the only way I can imagine those words coming out of a players mouth in regards to DUNGEONS AND DRAGONS.


Unless you're producing them at a prodigious rate or geographically locked, it's not something you'd have to worry about for a while, especially to someone with the mentality of an adventurer who isn't necessarily wanting this to be a business they can pass on to their kids so much as a source of seed capital for further nefarious designs.

I stopped reading at "pass on to their kids" because I immediately thought of suggesting that the PCs open a lucrative slavery trade.

A.) It makes you money.
B.) You have to capture and imprison the slaves, so there's your adventure right there!

Now all you need is a DM with a heart composed of matter so dark that light runs in fear of him, and you're set!

Ksheep
2013-03-20, 11:08 PM
"Alright, what kind of campaign are we playing?"

"The world is in perpetual peace. All laws are comfortable enforced and the general population is happy. Poverty is at a record low, and the entire world feels fairly secure."

"The hell are we supposed to do then?"

"well.. I guess we'll just make a business out of selling street-lighting alternatives until the market runs dry, at which point we'll DIVERSIFY OUR PORTFOLIOS AND EXPAND OURSELVES INTO ADDITIONAL MARKETS OVER TIME."

If I'm the only one who thinks this looks absolutely insane as a premise for a D&D Campaign, I'm just going to kill myself tonight. Because this conversation is literally the only way I can imagine those words coming out of a players mouth in regards to DUNGEONS AND DRAGONS.


Here you go, from the AD&D 1st Ed. DMG
http://i.imgur.com/Z4VR1jy.jpg

EDIT: Fixed image (hopefully…)

Coidzor
2013-03-20, 11:10 PM
This is basically what I've been trying to say. You shouldn't spend your time playing D&D looking for get rich quick schemes. Hell, in the time this thread has been active, a game session or two could have been run that gives the PC's enough money for whatever they'd need at their level just by traditional exploring and dragon-slaying.

Well, yeah. It's silly except for an every-now-and-again thing. But we'd be the poorer for it if no one had ever had the mental freedom to come up with the Lawful Evil Mendicant Hospital Scheme.


"Alright, what kind of campaign are we playing?"

"The world is in perpetual peace. All laws are comfortable enforced and the general population is happy. Poverty is at a record low, and the entire world feels fairly secure."

"The hell are we supposed to do then?"

"well.. I guess we'll just make a business out of selling street-lighting alternatives until the market runs dry, at which point we'll DIVERSIFY OUR PORTFOLIOS AND EXPAND OURSELVES INTO ADDITIONAL MARKETS OVER TIME."

I think you're missing the point. That's when you break out Power Suits and Shoulder Pads, the definitive, 1980s business run amok role playing game. :smalltongue:

More seriously, if you're going to play get rich quick and want to keep getting rich rather than letting it crash and burn as one's interest wanes, then starting several different businesses to bork up the economy is much more entertaining.


I stopped reading at "pass on to their kids" because I immediately thought of suggesting that the PCs open a lucrative slavery trade.

A.) It makes you money.
B.) You have to capture and imprison the slaves, so there's your adventure right there!

Now all you need is a DM with a heart composed of matter so dark that light runs in fear of him, and you're set!

Sounds like fun, yeah. Plenty of NPC enemies delivering themselves as loot, rivals like the Neogi, and ravening monsters to defeat so they don't eat your stock and trade.


Here you go, from the AD&D 1st Ed. DMG
http://www.angelfire.com/games5/andysgamepit/images/Picture1.jpg

Ah, Angelfire. Hilarious.

Since we're on the topic of diversifying portfolios (http://youtu.be/PUMCIn2swTU?t=1m4s) though... :smallamused:

WhatThePhysics
2013-03-20, 11:14 PM
If I'm the only one who thinks this looks absolutely insane as a premise for a D&D Campaign, I'm just going to kill myself tonight. Because this conversation is literally the only way I can imagine those words coming out of a players mouth in regards to DUNGEONS AND DRAGONS.

I wouldn't run/play in that campaign, unless some disgruntled, violent Luddites got thrown into the mix.

Coidzor
2013-03-20, 11:15 PM
I wouldn't run/play in that campaign, unless some disgruntled, violent Luddites got thrown into the mix.

Now you're talking. Drag them kicking and screaming into the century of the Fruitbat. :smallbiggrin:

Octopusapult
2013-03-20, 11:17 PM
More seriously, if you're going to play get rich quick and want to keep getting rich rather than letting it crash and burn as one's interest wanes, then starting several different businesses to bork up the economy is much more entertaining.

Honestly, I would love for my PCs to find something like an honest business endeavor to take up as a side to adventuring. Or even as the premise of the campaign, and they adventure to keep it afloat. There's a lot that can be done with it that stays fun and interesting. But when it cripples the game because you're making so much money that adventuring is no longer a factor, it should be done away with, end of story.



Sounds like fun, yeah. Plenty of NPC enemies delivering themselves as loot, rivals like the Neogi, and ravening monsters to defeat so they don't eat your stock and trade.

I mean... OP never did say it had to be a Paladin Friendly way to make money... :smallbiggrin:

Krobar
2013-03-20, 11:22 PM
Ah, Angelfire. Hilarious.


Try this:


http://img202.imageshack.us/img202/6494/picture1hgl.jpg



Am I the only one here who had a character start a shipping company and take it public, grow it up, and then sell lots of shares to investors and become a multi-millionaire overnight?

Krobar
2013-03-20, 11:26 PM
Honestly, I would love for my PCs to find something like an honest business endeavor to take up as a side to adventuring. Or even as the premise of the campaign, and they adventure to keep it afloat. There's a lot that can be done with it that stays fun and interesting. But when it cripples the game because you're making so much money that adventuring is no longer a factor, it should be done away with, end of story.



Running a successful business can be an entire campaign in and of itself. Believe me. If you're running a shipping company with a couple dozen ships, you'd be amazed at how much adventuring comes with that. You ever hear the saying "if you want something done right, you have to do it yourself"? Well, it applies to running a shipping company out of Waterdeep just as much as anything else.

WhatThePhysics
2013-03-20, 11:27 PM
Am I the only one here who had a character start a shipping company and take it public, grow it up, and then sell lots of shares to investors and become a multi-millionaire overnight?

Most campaigns I've played in didn't even have paper money, let alone economies complex enough to have stocks.

Krobar
2013-03-20, 11:36 PM
Most campaigns I've played in didn't even have paper money, let alone economies complex enough to have stocks.

Doesn't need paper money. Or a complex economy. Or even an exchange. You simply sell shares of your company. Each share represents a 1/x piece of ownership in the company, with x being the total number of shares. Sell a million shares to a few thousand people, for one gold piece each, keep a million for yourself. Now you're the majority shareholder, with a million gold pieces in your pocket, and another million on paper, and everybody out there who holds one share or more is entitled to 1/x of the profits of the company per share in return for their investment, payable on some regular basis. And you still keep 50% of the profits.

And remember... profits are calculated after overhead and expenses. Including payroll. And don't ever forget to pay yourself, too! lol.


edited: now, keep in mind you'd have to convince people that the shares are worth it based on assets and return on investment.

All of this, combined with making sure the company keeps turning a profit, can make for a different, yet very good campaign. When you get tired of running the company, you can sell off your remaining shares, too, and pocket another million (assuming your company is still doing well enough that people want to buy them). Of course at that point, whoever has the largest investment will probably end up running the company. But what do you care? You retired!

Octopusapult
2013-03-20, 11:38 PM
Am I the only one here who had a character start a shipping company and take it public, grow it up, and then sell lots of shares to investors and become a multi-millionaire overnight?

Yes. Yes I think you are.

WhatThePhysics
2013-03-21, 12:06 AM
Doesn't need paper money. Or a complex economy. Or even an exchange. You simply sell shares of your company. Each share represents a 1/x piece of ownership in the company, with x being the total number of shares. Sell a million shares to a few thousand people, for one gold piece each, keep a million for yourself. Now you're the majority shareholder, with a million gold pieces in your pocket, and another million on paper, and everybody out there who holds one share or more is entitled to 1/x of the profits of the company per share in return for their investment, payable on some regular basis. And you still keep 50% of the profits.

And remember... profits are calculated after overhead and expenses. Including payroll. And don't ever forget to pay yourself, too! lol.


edited: now, keep in mind you'd have to convince people that the shares are worth it based on assets and return on investment.

All of this, combined with making sure the company keeps turning a profit, can make for a different, yet very good campaign. When you get tired of running the company, you can sell off your remaining shares, too, and pocket another million (assuming your company is still doing well enough that people want to buy them).

Shares would be counted by placeholders of some kind, which should have some intrinsic value. Otherwise, you've got fiat currency, which paper fills the role of quite easily. Exchange is present, because the gold pieces (or other items of value) are being traded for these shares.

As for complex economies, you didn't really see large-scale, joint-stock companies (as we know them) in Europe until about the 16th century. Such an era's economic complexity is way beyond that of a Standard Fantasy Setting. If you've got stock markets, you're playing in Eberron, not Greyhawk.

Waspinator
2013-03-21, 12:33 AM
Why is it that D&D economies never use paper currency, anyway? Some settings have governments that are easily big and stable enough to back one. And it would eliminate the kind of absurd image I get whenever a character goes to a magic item store.

Let's do the math. The SRD says a standard metal coin is "50 to the pound". So 50 gold pieces are a pound. A +5 weapon has a base price of 50,000 GP. Are we seriously taking a thousand pounds of gold to the store to buy a sword?

Krobar
2013-03-21, 12:35 AM
Shares would be counted by placeholders of some kind, which should have some intrinsic value. Otherwise, you've got fiat currency, which paper fills the role of quite easily. Exchange is present, because the gold pieces (or other items of value) are being traded for these shares.

As for complex economies, you didn't really see large-scale, joint-stock companies (as we know them) in Europe until about the 16th century. Such an era's economic complexity is way beyond that of a Standard Fantasy Setting. If you've got stock markets, you're playing in Eberron, not Greyhawk.


Exchange is present yes, but not AN exchange (as in stock exchange, like NYSE).

As long as you're using gold/silver, etc., you don't need fiat currency. You take gold for your shares, you pay your dividends out in gold. The shares aren't currency. They simply represent proportional ownership, and legal entitlement to profit. Your share of the company and your share of profits.

This was 2nd Edition Forgotten Realms, long before Eberron was even thought of.

As far as when we saw stock exchanges and publicly traded companies in the real world... that makes no difference to what happens in fantasyland.

Octopusapult
2013-03-21, 12:38 AM
Why is it that D&D economies never use paper currency, anyway? Some settings have governments that are easily big and stable enough to back one. And it would eliminate the kind of absurd image I get whenever a character goes to a magic item store.

Let's do the math. The SRD says a standard metal coin is "50 to the pound". So 50 gold pieces are a pound. A +5 weapon has a base price of 50,000 GP. Are we seriously taking a thousand pounds of gold to the store to buy a sword?

Waspinator, I have asked this question so many times. Often to blank walls or players with no interest in explaining the method.

And seeing you come up with this question makes me feel a little less insane.

I can't answer your question. But I can promise to forever cherish this moment of brief clarity and value our time posting together.

No homo.

WhatThePhysics
2013-03-21, 12:40 AM
Why is it that D&D economies never use paper currency, anyway? Some settings have governments that are easily big and stable enough to back one. And it would eliminate the kind of absurd image I get whenever a character goes to a magic item store.

Let's do the math. The SRD says a standard metal coin is "50 to the pound". So 50 gold pieces are a pound. A +5 weapon has a base price of 50,000 GP. Are we seriously taking a thousand pounds of gold to the store to buy a sword?

Typical D&D settings are based off of a magic/monster-infused, pseudo-feudal Europe, and old habits die hard.

You won't be buying a magic item that's worth thousands of GP through gold pieces. You're exchanging lots of platinum, souls, favors, or other magic items for it.

Krobar
2013-03-21, 12:42 AM
Typical D&D settings are based off of a magic/monster-infused, pseudo-feudal Europe, and old habits die hard.

You won't be buying a magic item that's worth thousands of GP through gold pieces. You're exchanging lots of platinum, souls, favors, or other magic items for it.

Or gems, jewelry, trade bars (depending on the country and economy) etc. depending on the local economy.

Octopusapult
2013-03-21, 12:45 AM
Or gems, jewelry, trade bars (depending on the country and economy) etc. depending on the local economy.

Uncle Gygax Wants You!

To Buy War Bonds!

Support the Troops! Together we can beat back the Ogre Hordes!

Waspinator
2013-03-21, 12:45 AM
Platinum helps some, but only by a factor of 10 since D&D coins are apparently all the same weight. So we're still talking a hundred pounds of coins. D&D characters must have big wallets.

Coidzor
2013-03-21, 12:55 AM
Why is it that D&D economies never use paper currency, anyway? Some settings have governments that are easily big and stable enough to back one. And it would eliminate the kind of absurd image I get whenever a character goes to a magic item store.

Let's do the math. The SRD says a standard metal coin is "50 to the pound". So 50 gold pieces are a pound. A +5 weapon has a base price of 50,000 GP. Are we seriously taking a thousand pounds of gold to the store to buy a sword?

That's what gems and handwaving are for. Also, of course it's not serious, this is D&D we're talking about here. :smallwink:


Platinum helps some, but only by a factor of 10 since D&D coins are apparently all the same weight. So we're still talking a hundred pounds of coins. D&D characters must have big wallets.

You've never heard of a bag of holding? :smalltongue:

Ksheep
2013-03-21, 01:07 AM
Earlier editions stated that larger transactions were typically carried out using gems of varying values. Now, how everyone and their mother could accurate appraise a gem for it's true value at a glance, I have no idea…

tyckspoon
2013-03-21, 01:07 AM
As for complex economies, you didn't really see large-scale, joint-stock companies (as we know them) in Europe until about the 16th century. Such an era's economic complexity is way beyond that of a Standard Fantasy Setting. If you've got stock markets, you're playing in Eberron, not Greyhawk.

Considering the other anachronisms most players cheerfully accept as part of the Standard Fantasy Setting (full plate armor and the rapier, for example, come from the early 16th century and the 16th and 17th centuries.. and nobody complains those don't belong in their 'medieval fantasy') I don't see why a more advanced social or economic institution should be that out of place. Especially as banking itself was popularized in real-world history a few centuries earlier than that, and most of D&D's standard settings contain cities easily large enough to have a financial business sector (in Greyhawk proper, Waterdeep, certainly Sigil, etc..)

For large payments, I generally just go with the idea that past a certain amount of wealth a character's 'GP' count isn't actually in physical gold coins. It's gems, minor magical trinkets (stuff like decorative things made with Prestidigitation or other low-level illusions that are valuable as art or for novelty, but not worth much to an adventurer), letters of credit given as payment from people they've done jobs for, and if they've settled down a bit and have a base in a developed location, perhaps even drafts/letters of credit drawn on their own accounts.

WhatThePhysics
2013-03-21, 01:13 AM
Exchange is present yes, but not AN exchange (as in stock exchange, like NYSE).

As long as you're using gold/silver, etc., you don't need fiat currency. You take gold for your shares, you pay your dividends out in gold. The shares aren't currency. They simply represent proportional ownership, and legal entitlement to profit. Your share of the company and your share of profits.

This was 2nd Edition Forgotten Realms, long before Eberron was even thought of.

As far as when we saw stock exchanges and publicly traded companies in the real world... that makes no difference to what happens in fantasyland.

If whatever marks your ownership of stock can be traded for something else, and the only thing ensuring it has any value is the integrity of the organization that issues it, then you've got a fiat currency.

How do the shares go from owner to shareholder to a new buyer of shares? How does one keep track of who owns how many shares? Who figures out who has/hasn't been paid their due? A sane method for managing these issues requires lots of record-keeping, which is rather difficult to maintain in a part of the world that lacks long-distance communication and government control. If any companies like the one in question exist, they're small-scale in terms of range, assets, and/or portfolios.

Otherwise, you can't ensure that records are correct, rulers won't just forcibly take your assets, and everyone is being paid their due. If you can accomplish these tasks, you're most likely a very powerful monopoly, which means you're no longer in the Middle Ages that D&D Land emulates.


Considering the other anachronisms most players cheerfully accept as part of the Standard Fantasy Setting (full plate armor and the rapier, for example, come from the early 16th century and the 16th and 17th centuries.. and nobody complains those don't belong in their 'medieval fantasy') I don't see why a more advanced social or economic institution should be that out of place. Especially as banking itself was popularized in real-world history a few centuries earlier than that, and most of D&D's standard settings contain cities easily large enough to have a financial business sector (in Greyhawk proper, Waterdeep, certainly Sigil, etc..)

Point taken. I suppose I'm just being a stickler for realism. :smalltongue:

Waspinator
2013-03-21, 01:23 AM
And on the other side of these transactions, shopkeepers and bankers in D&D must have an absurd amount of gold they need to store somewhere. I'm talking "make Scrooge McDuck hyperventilate" amounts of gold if a single transaction could involve a thousand pounds of the stuff.

TypoNinja
2013-03-21, 03:13 AM
I'm surprised no one has submitted the use of the Genesis spell to create a demiplane made entirely of various diamonds and gemstones to have several constructs / undead come and mine it for you...

If the market up and ends for gemstones, create a new demiplane for gold, copper, or whatever else.

Cause Genesis inst that nice.


Similarly, you can’t create a demiplane out of esoteric material, such as silver or uranium; you’re limited to stone and dirt.

You get an undeveloped hunk of rock, and dirt. Nothing special.

ArcturusV
2013-03-21, 03:23 AM
"Alright, what kind of campaign are we playing?"

"The world is in perpetual peace. All laws are comfortable enforced and the general population is happy. Poverty is at a record low, and the entire world feels fairly secure."

"The hell are we supposed to do then?"

"well.. I guess we'll just make a business out of selling street-lighting alternatives until the market runs dry, at which point we'll DIVERSIFY OUR PORTFOLIOS AND EXPAND OURSELVES INTO ADDITIONAL MARKETS OVER TIME."

If I'm the only one who thinks this looks absolutely insane as a premise for a D&D Campaign, I'm just going to kill myself tonight. Because this conversation is literally the only way I can imagine those words coming out of a players mouth in regards to DUNGEONS AND DRAGONS.



I stopped reading at "pass on to their kids" because I immediately thought of suggesting that the PCs open a lucrative slavery trade.

A.) It makes you money.
B.) You have to capture and imprison the slaves, so there's your adventure right there!

Now all you need is a DM with a heart composed of matter so dark that light runs in fear of him, and you're set!

The sort of profit making ventures I like (And even encourage players to try to do) are the ones with obvious adventure hooks. The point where you're crafting, or performing, etc? I don't see that as a "thing to do" so much as "Passing Time". Because there tends to be points where your spellcasters want to make or research something, requiring days, even weeks, of downtime as they create it.

Well, I'm playing a Fighter. I don't have magic stuff to craft, even mundane items are generally less than useful to me by the point this sort of days/weeks of downtime tends to happen. So not like I'll be taking the time to make myself Masterwork Platemail. So what to do? Instead of just sitting on my ass for the IC days/weeks, tell the DM, "Hey, while they're busy making stuff, my character's gonna go off and become a street performer, or get a job with the local blacksmith, whatever...". So hey, I throw some checks, I probably break even on my Room and Board vs Income. Least I am doing something. Might result in me making a contact that can potentially lead to a plot hook. My performance on the street caught the attention of a merchant who might want me to perform at some shindig he's throwing to impress a few officials. Which can get me involved in some intrigue plots. I work for a week or so with the old blacksmith, get to know him. He tells me some rumors and stories that lead me to go looking for a legendary smith who might be able to make me some Mithril Masterwork Gear, etc.

Similarly when I start stepping up, I go for things that naturally will lead to plots. Like in another topic on here someone mentioned Mining. Well, presume I have Profession: Miner and Craft: Stonemasonry, or something. This would be simple enough for me to be able to mine out some stone, build some simple houses. Maybe try to create some haven in the wilderness or as the humble start of my own empire.

Waspinator
2013-03-21, 04:11 AM
The more I think about it, the more Eberron's Dwarven-run banks make sense. The more developed the economy of a world is, the less sense it makes to carry all of your money with you everywhere. If there are no trustworthy banks in your world, sure, carry around thousands of pounds of gold (or the equivalent gems or whatever). But if banks DO exist, why not just carry a checkbook? Seems more convenient than carrying your net worth in a bag. I mean, even the risk of check fraud probably doesn't exist in D&D. Seems like you could come up with some kind of divination spell to verify signatures.

ArcturusV
2013-03-21, 04:14 AM
Arcane Mark comes to mind, as a source of making a seal which would be difficult to forge for authentication purposes. I don't think the Forgery skill can be used on it. It's a simple level 0 spell so a bank could hire a level 1 Adept to do it.

Raendyn
2013-03-21, 04:45 AM
Many great ideas have been posted here, and surprisingly quite a few of them aren't of those that end up DM beating you using the DMG (We have discussed that DMG s the heaviest of the core books). Some of them are also impressing plot hooks!

I can imagine some of them being used to bring parties to their appropriate WBL in case they are behind. But I agree with those said that those tricks shouldn't be used, or that the sane DM's will forbid them.

Most of you remember the countless threads of "we are lvl X with gold for lvl (X-5), Our DM sux gg kkthxbai" etc etc etc.
This is the exact opposite, the same way DMs should ballance undergeared parties so CR's and stuff goes smoothly, they must also forbid overgearing due to immense wealth, at least as long as they are not epic. No?

Coidzor
2013-03-21, 05:04 AM
Many great ideas have been posted here, and surprisingly quite a few of them aren't of those that end up DM beating you using the DMG (We have discussed that DMG s the heaviest of the core books). Some of them are also impressing plot hooks!

I can imagine some of them being used to bring parties to their appropriate WBL in case they are behind. But I agree with those said that those tricks shouldn't be used, or that the sane DM's will forbid them.

Most of you remember the countless threads of "we are lvl X with gold for lvl (X-5), Our DM sux gg kkthxbai" etc etc etc.
This is the exact opposite, the same way DMs should ballance undergeared parties so CR's and stuff goes smoothly, they must also forbid overgearing due to immense wealth, at least as long as they are not epic. No?

The question is "what is overgearing?"

Silus
2013-03-21, 05:26 AM
One of the grand traditions of the adventurer has not (I think) been mentioned.

Loot.
EVERYTHING.

Seriously, I'm gonna be part of a Rise of the Runelords game in the next month or so, and the first part has goblins as the enemy. And ya know what? I'm gonna buy me a cart, strip and load the corpses up and drop a few Mendings on the gear.

Resell the gear, find someplace that'll pay for goblin corpses (for experiments, medical stuff, etc.) and make a bit more of a profit than you normally would.

It it ain't nailed down, throw it on the cart. If it is nailed down, pry it up and put it in the cart. Watch "How the Grinch Stole Christmas" and do like he did, save for the change of heart part.

Krobar
2013-03-21, 08:45 AM
If whatever marks your ownership of stock can be traded for something else, and the only thing ensuring it has any value is the integrity of the organization that issues it, then you've got a fiat currency.

How do the shares go from owner to shareholder to a new buyer of shares? How does one keep track of who owns how many shares? Who figures out who has/hasn't been paid their due? A sane method for managing these issues requires lots of record-keeping, which is rather difficult to maintain in a part of the world that lacks long-distance communication and government control. If any companies like the one in question exist, they're small-scale in terms of range, assets, and/or portfolios.

Otherwise, you can't ensure that records are correct, rulers won't just forcibly take your assets, and everyone is being paid their due. If you can accomplish these tasks, you're most likely a very powerful monopoly, which means you're no longer in the Middle Ages that D&D Land emulates.


There was no fiat currency because the land of Faerun did not operate on a fiat currency. They had what you might consider the "gold standard."

The shares went from owner (me) to investors by those investors directly purchasing them from me. Dividends were paid to the shareholders (i.e. the person who held the physical certificates) in person - they had to come to the company's offices to get paid. Every share was numbered, and records of ownership were kept at the company's offices. Trades (purchases and sales of shares between investors) were made through the company as well. I had a NPC bookkeeper/transfer agent keeping track of who owned what and got paid how much so I didn't have to keep track of all that. I only made a point of knowing who the larger share holders were.

You can NEVER be sure that a ruler or government won't nationalize your company. That's as much a risk now, in today's world, as at any other time in history.

Coidzor
2013-03-21, 10:00 AM
You can NEVER be sure that a ruler or government won't nationalize your company. That's as much a risk now, in today's world, as at any other time in history.

Granted, being a badass adventurer helps. Either they're suicidal and in need of a change in government or they'll make sure to handsomely recompense you for the inconvenience.

And if it's the DM just being a weenie, well, social engineering clears that right up, though, really, they shouldn't let it get to that point if they're the fun police.

Eldest
2013-03-21, 12:12 PM
"Alright, what kind of campaign are we playing?"

"The world is in perpetual peace. All laws are comfortable enforced and the general population is happy. Poverty is at a record low, and the entire world feels fairly secure."

"The hell are we supposed to do then?"

"well.. I guess we'll just make a business out of selling street-lighting alternatives until the market runs dry, at which point we'll DIVERSIFY OUR PORTFOLIOS AND EXPAND OURSELVES INTO ADDITIONAL MARKETS OVER TIME."

If I'm the only one who thinks this looks absolutely insane as a premise for a D&D Campaign, I'm just going to kill myself tonight. Because this conversation is literally the only way I can imagine those words coming out of a players mouth in regards to DUNGEONS AND DRAGONS.

I'd play it. As a Wizard or a Gramist. Or Factotum, because I can always make a Factotum fit.

Karnith
2013-03-21, 12:17 PM
I'd play it. As a Wizard or a Gramist. Or Factotum, because I can always make a Factotum fit.
Yeah, honestly that sounds like it could be fun. Though I might go Archivist or Cloistered Cleric over Wizard.

le Suisse
2013-03-21, 12:37 PM
....

"Alright, what kind of campaign are we playing?"

"The world is in perpetual peace. All laws are comfortable enforced and the general population is happy. Poverty is at a record low, and the entire world feels fairly secure."

"The hell are we supposed to do then?"

"well.. I guess we'll just make a business out of selling street-lighting alternatives until the market runs dry, at which point we'll DIVERSIFY OUR PORTFOLIOS AND EXPAND OURSELVES INTO ADDITIONAL MARKETS OVER TIME."

If I'm the only one who thinks this looks absolutely insane as a premise for a D&D Campaign, I'm just going to kill myself tonight. Because this conversation is literally the only way I can imagine those words coming out of a players mouth in regards to DUNGEONS AND DRAGONS.



Can somebody DM this campaign, please? (though the thing about poverty
and law enforcement is not necessary)

How to make mony fast? Simple:
-Be a level 1 human commoner
-Have your highest score in Charisma
-Take the Chicken Infested Flaw
-Use your 3 feats to boost your social skill
-carry a bag full of sand

You're now not only able to summon a neat infinite number of chicken (1 per 2 grains of sand) but you're also able to sell them to anybody around your level. People don't want to buy? Bully them into it, lie your teeth off or simply convince them they NEED your chikens.

Or you could play a bard, put one skill point into a Craft or Profession skill (music teacher, monorail manager, cider brewer, etc.) and do a musical number in every city on the map to convince them your product is gold.

Eldest
2013-03-21, 12:48 PM
Hey, Octopusapult? Want to DM that?

Octopusapult
2013-03-21, 12:52 PM
I'd play it. As a Wizard or a Gramist. Or Factotum, because I can always make a Factotum fit.

I'd play it as the most chaotic evil bastard who ever existed and I would make a point of murdering the hell out of anyone who used the word "portfolio" or "stock exchange" within earshot.

Eldest
2013-03-21, 12:55 PM
So... that's a no on DMing then.

Crud. Anybody else? I am actually quite serious about this: I want to see what happens when we take the stereotypical fantasy setting and then introduce business to it. Somewhat like the Tippyverse, where they take the system to the logical conclusion, but possibly with a different ending.

UnjustCustos
2013-03-21, 12:58 PM
Could you imagine the vested control dragons would have in the world? It would be like chess with corps. And I think that is AWESOME. "Peasents, I am willing to offer five times market value for every acre of land you are willing to sell to me. This is a limited time offer that ends at midnight tomorrow". And their horde would now be a bunch of secured and warded filling cabinets filled with stocks, deeds, and bearer bonds.

Octopusapult
2013-03-21, 01:07 PM
So... that's a no on DMing then.

Crud. Anybody else? I am actually quite serious about this: I want to see what happens when we take the stereotypical fantasy setting and then introduce business to it. Somewhat like the Tippyverse, where they take the system to the logical conclusion, but possibly with a different ending.


Could you imagine the vested control dragons would have in the world? It would be like chess with corps. And I think that is AWESOME. "Peasents, I am willing to offer five times market value for every acre of land you are willing to sell to me. This is a limited time offer that ends at midnight tomorrow". And their horde would now be a bunch of secured and warded filling cabinets filled with stocks, deeds, and bearer bonds.

I'm not going to DM it, I'll watch though. I really want to see if it goes down in flames as fast as I've been saying it would.

But if it does end up good times and joy for all, then good on you. Never say never I guess.

Karnith
2013-03-21, 01:15 PM
I'm not going to DM it, I'll watch though. I really want to see if it goes down in flames as fast as I've been saying it would.

But if it does end up good times and joy for all, then good on you. Never say never I guess.
I think one of the hurdles would be that it would require a DM and players who have a pretty sound grasp of business principles/management and of economics.

Which is not to say that it shouldn't be done.

Additionally, as an open question, should it be a game of players competing or cooperating with each other?

Eldest
2013-03-21, 01:20 PM
Both? I'd say that the group would be starting up a joint venture and can do their own thing on the side. A shipping company was suggested, which sounds like a good idea to me.

The Trickster
2013-03-21, 01:25 PM
How about a bard who is a translater? Take speak language a bunch of times and pump up the INT.

Octopusapult
2013-03-21, 01:43 PM
Both? I'd say that the group would be starting up a joint venture and can do their own thing on the side. A shipping company was suggested, which sounds like a good idea to me.

Time to post in the "Looking for Players" section.


How about a bard who is a translater? Take speak language a bunch of times and pump up the INT.

That could also be a decent premise for an adventure. A bard who is a translator and has one or two bodyguards to accompany him.

le Suisse
2013-03-21, 01:46 PM
Or
-Make a Diplomancer or other Cha-based class
-Take the Leadership feat
-Only choose as underlings human Aristocrats with the Landlord feat 2x at first level and as many time as possible afterward. They can also take Flaws if needed.
-Make them sell their lands and fortresses and pool the money.

Octopusapult
2013-03-21, 01:58 PM
Or
-Make a Diplomancer or other Cha-based class
-Take the Leadership feat
-Only choose as underlings human Aristocrats with the Landlord feat 2x at first level and as many time as possible afterward. They can also take Flaws if needed.
-Make them sell their lands and fortresses and pool the money.

There you go. Hope everyone had a good time playing the Business Campaign. Good game all.

Sith_Happens
2013-03-21, 01:59 PM
"Alright, what kind of campaign are we playing?"

"The world is in perpetual peace. All laws are comfortable enforced and the general population is happy. Poverty is at a record low, and the entire world feels fairly secure."

"The hell are we supposed to do then?"

"well.. I guess we'll just make a business out of selling street-lighting alternatives until the market runs dry, at which point we'll DIVERSIFY OUR PORTFOLIOS AND EXPAND OURSELVES INTO ADDITIONAL MARKETS OVER TIME."

If I'm the only one who thinks this looks absolutely insane as a premise for a D&D Campaign, I'm just going to kill myself tonight. Because this conversation is literally the only way I can imagine those words coming out of a players mouth in regards to DUNGEONS AND DRAGONS.

Don't worry, I also think it's insane... In exactly the right kind of way. If TTGL has taught me anything, it's that you make ANYTHING work if you're overdramatic enough about it.


"well.. I guess we'll just make a business out of selling street-lighting alternatives until the market runs dry, at which point we'll DIVERSIFY OUR PORTFOLIOS AND EXPAND OURSELVES INTO ADDITIONAL MARKETS OVER TIME."

...And you're already about a quarter of the way to being overdramatic enough about it.:smalltongue:

Octopusapult
2013-03-21, 02:06 PM
...And you're already about a quarter of the way to being overdramatic enough about it.:smalltongue:

Drama is my thing. Brony friends, take note of my avatar.

le Suisse
2013-03-21, 02:09 PM
There you go. Hope everyone had a good time playing the Business Campaign. Good game all.
I wasn't talking about the Campaign. I was talking about how to make a quick buck in DnD
After all, business requires long-lasting bonds between colaborators of all kind (without stoping anyone frome being a soulless *** in the process, of course).

Octopusapult
2013-03-21, 02:22 PM
I wasn't talking about the Campaign. I was talking about how to make a quick buck in DnD
After all, business requires long-lasting bonds between colaborators of all kind (without stoping anyone frome being a soulless *** in the process, of course).

It works both ways. A diplomonster could buy out any existing business and just monopolize the entire world with a few negotiation dice rolls and vague business savvy. There's no reason to play the game you already know you won.

Krobar
2013-03-21, 02:35 PM
I wasn't talking about the Campaign. I was talking about how to make a quick buck in DnD
After all, business requires long-lasting bonds between colaborators of all kind (without stoping anyone frome being a soulless *** in the process, of course).


1. Max out Bluff and Diplomacy.
2. Buy low, sell high - talk down the sellers, talk up the buyers.

As long as you keep reinvesting your income in more and more expensive items, you can quickly get rich like this if you're good enough at it.

Karoht
2013-03-21, 02:44 PM
Masterwork Clubs. Next to no cost to make, clubs are multi purpose. In a port town I sold mine as a 'fish bonker' to fishermen. Anything you can do to speed up the crafting (such as demiplane shenanigans) helps.

Selling saps wasn't nearly as profitable, but it was silly.
We were in a desert town. Sand in every direction. A sap (AKA a blackjack) is nothing more than a small sack of leather with sand in it.
We hired a bard to help us sell them
So not only did we sell saps to a bunch of saps, we sold sand to people living in a desert.

reapersoulEater
2013-03-21, 04:58 PM
Muhahaha! my Thread is a total success!! XD no but seriously you all have great ideas! i am impressed

Coidzor
2013-03-21, 05:12 PM
So... that's a no on DMing then.

...Why would you think someone who hated the very idea would want to DM it? :smallconfused: Or rather, why would you want a DM who hated the premise of the campaign?


Could you imagine the vested control dragons would have in the world? It would be like chess with corps. And I think that is AWESOME. "Peasents, I am willing to offer five times market value for every acre of land you are willing to sell to me. This is a limited time offer that ends at midnight tomorrow". And their horde would now be a bunch of secured and warded filling cabinets filled with stocks, deeds, and bearer bonds.

Oh, wait, did we just discover a slightly more sensible version of Xorvintaal?

Agent 451
2013-03-21, 05:15 PM
Why is it that D&D economies never use paper currency, anyway?

They tried that once. All seemed to be going well until an errant fireball/dragon's breath weapon/etc. within the government central vault completely devastated the new national currency (they had already scrapped most of the coins, being a forward minded bureaucracy), resulting in a complete meltdown of the economy.

Eldest
2013-03-21, 05:38 PM
...Why would you think someone who hated the very idea would want to DM it? :smallconfused: Or rather, why would you want a DM who hated the premise of the campaign?



Oh, wait, did we just discover a slightly more sensible version of Xorvintaal?

It was a joke. Shoulda put it in blue, in retrospect.

And yes, that's what I thought when I read that too. Though I didn't remember the name, so I didn't post it.

Venger
2013-03-21, 05:59 PM
The more I think about it, the more Eberron's Dwarven-run banks make sense. The more developed the economy of a world is, the less sense it makes to carry all of your money with you everywhere. If there are no trustworthy banks in your world, sure, carry around thousands of pounds of gold (or the equivalent gems or whatever). But if banks DO exist, why not just carry a checkbook? Seems more convenient than carrying your net worth in a bag. I mean, even the risk of check fraud probably doesn't exist in D&D. Seems like you could come up with some kind of divination spell to verify signatures.

that's what house civis is for. they will put a magically verifiable mark on your checks to prove they're legit. there are ways to fake it, but it's super hard and carries serious legal penalties with it.


Re: coins/weight problems

bags of holding aside, you could just remember that this is an rpg and that money is just points anyway. I don't make players account for the weight of money, since that doesn't make the game more fun

Shalist
2013-03-21, 10:00 PM
The fastest way to make money is by crafting it...literally.

Craft: Minting, where coins are used as the raw materials to make more coins.

...pay one-third of the item’s price for the cost of raw materials.So...yeah, crafting doesn't care about conservation of mass, and just triples the value of anything you use it on.
Material Component

The original material, which costs the same amount as the raw materials required to craft the item to be created.

With this, a level 10 wizard could be churning out millions of gold (or platinum) with every casting, and all he'd need is a single coin to get the ball rolling.


Gold is ~1200 pounds / cubic foot, platinum is ~1340...10 cubic feet / CL, so 400,000 gold / CL for gold, or ~446,000 platinum / CL for platinum (of new wealth) with each casting.

Gavinfoxx
2013-03-21, 10:11 PM
I believe that those crafting rules don't work for most trade goods...

Octopusapult
2013-03-21, 10:41 PM
The fastest way to make money is by crafting it...literally.

The law would come down on you for counterfeiting.

Probably for the slave trade as well, but I'd still allow it because of the adventure element involved.

Sith_Happens
2013-03-21, 10:54 PM
The law would come down on you for counterfeiting.

Not really. Precious metals are commodity money, so I imagine that most legalities wouldn't care where your coins came from as long as they're real gold/silver/copper/platinum.

Octopusapult
2013-03-21, 11:03 PM
Not really. Precious metals are commodity money, so I imagine that most legalities wouldn't care where your coins came from as long as they're real gold/silver/copper/platinum.

Actually that's true... Carry on then.

UnjustCustos
2013-03-22, 12:08 AM
The law would only care if the coins were copper/platinum coated. Which isn't a bad idea...

Waspinator
2013-03-22, 03:34 AM
You may tick off every physicist in the multiverse by doing that, however.

otakumick
2013-03-22, 12:02 PM
The inevitable result of the big business campaign with dragons running businesses is a cyberpunk setting with dragons running corporations... oh wait, doesn't that setting exist? Of course most games in that setting involve people being hired by said corporations to do things, not running said corporations.

Venger
2013-03-22, 02:00 PM
The inevitable result of the big business campaign with dragons running businesses is a cyberpunk setting with dragons running corporations... oh wait, doesn't that setting exist? Of course most games in that setting involve people being hired by said corporations to do things, not running said corporations.

shadowrun's chocolate in D&D's peanut butter?

not sure if best idea for a setting or worst. only time will tell.

hewhosaysfish
2013-03-22, 08:59 PM
I must be in a disagreeable mood today, because I'm going to disagree with everyone I can!


Wu Jen 15/Archmage 5

Take Body Outside Body 4 times, and Wish once as the SLA. Each clone uses BOB to clone themselves 4 times 4 times a day, then use Wish to create a 25k magic item twice a day.

The primary caster can cast BOB 5 times at least (without Pearls of Power 7), so that becomes 20 clones, each making 50k for free (1m gp). Each of those clones make 16 clones (320) which each make 50k for free (16m).

Sorry!


They carry the same arms, armor, and
equipment as you do (but only have
mundane versions of any magic gear),
and they cannot cast spells or use any
spell completion or spell trigger items.


Cause Genesis inst that nice.

You get an undeveloped hunk of rock, and dirt. Nothing special.

The psionic power Genesis (http://www.d20srd.org/srd/psionic/powers/genesis.htm) does stipulate that you can only make the ground out of mundane dirt and not "esoteric materials" (it also stipulates that time flows as on the Material Plane) but the spell Genesis (http://www.d20srd.org/srd/epic/spells/genesis.htm) (originally printed in the ELH) does not contain such limitations.

The TO argument is that the exception proves the rule (http://en.wikipedia.org/wiki/The_exception_proves_the_rule).


Not really. Precious metals are commodity money, so I imagine that most legalities wouldn't care where your coins came from as long as they're real gold/silver/copper/platinum.

As long as your coins are just blank gold disks and don't have that legality's seal on them, promising on their behalf that the coins are of a certain weight and standard of purity.

Dming For Noobs
2013-09-12, 07:52 PM
Now all you need is a DM with a heart composed of matter so dark that light runs in fear of him, and you're set!

Sigged :smallbiggrin:

The Mentalist
2013-09-12, 10:35 PM
Hewhosaysfish: Actually the Wu-jen would work because you use Archmage to get Wish as an SLA which BOB doesn't prohibit.

Gemini476
2013-09-17, 02:54 PM
I once read the tale of a campaign where the adventurers became multi-millioneer salt miners in Golarion, and all because of the GM including a permanent portal to the Plane of Salt in a dungeon.

While I can't link it here (4chan is pretty much the definition of What Not To Link), it ended with one of he players ascending to godhood as Golarion was consumed by portals to the deepest recesses of the Plane of Void.

The campaign seemed to work since the GM played along and made adventures related to the company itself (Your salt caravans have been repeatedly attacked by bandits! Follow them to protect/investigate!)

It's The Tale of an Industrious Rogue, if you feel courageous enough to search for it.

Traab
2013-09-17, 03:06 PM
Not really. Precious metals are commodity money, so I imagine that most legalities wouldn't care where your coins came from as long as they're real gold/silver/copper/platinum.

They would care because your 50 thousand tons of gold just devalued all THEIR money. Stuff is valuable because its rare/useful. If you take out rarity it becomes about as valuable as handfuls of dirt. Inflation would quickly grow out of control, and suddenly the government of every kingdom wants you dead.

ArcturusV
2013-09-17, 05:00 PM
Note, that is why my favorite "Fast" way to make money is often to make a new Kingdom. A) Plot hooks abound. B) You control the government so you can set things up to exploit like you want. C) It's classic higher level hero stuff to do.

Ionbound
2013-09-17, 06:24 PM
Has anyone offered Major Creation yet? It's a 6th level spell that can turn 1 GP into 1 cubic foot of gold per CL. Even better with Eschew Materials.

Traab
2013-09-17, 06:32 PM
Has anyone offered Major Creation yet? It's a 6th level spell that can turn 1 GP into 1 cubic foot of gold per CL. Even better with Eschew Materials.

Yes, and it would be a very very bad idea to do to any excess. Devaluing the gold supply is one of the surest ways to get on the kill list of every nation on the globe.

Sith_Happens
2013-09-17, 06:39 PM
They would care because your 50 thousand tons of gold just devalued all THEIR money. Stuff is valuable because its rare/useful. If you take out rarity it becomes about as valuable as handfuls of dirt. Inflation would quickly grow out of control, and suddenly the government of every kingdom wants you dead.

That's just why you don't spend it all in one place.


Has anyone offered Major Creation yet? It's a 6th level spell that can turn 1 GP into 1 cubic foot of gold per CL. Even better with Eschew Materials.

Duration: Hour/level. Better start running.

Venom3053000
2013-09-17, 06:41 PM
You may tick off every physicist in the multiverse by doing that, however.

Am pretty sure their mad enough already just from how their world works :smalltongue:

Ksheep
2013-09-17, 06:46 PM
Duration: Hour/level. Better start running.

Why am I instantly reminded of Spirited Away?

MacJones
2016-04-07, 12:59 AM
Great post . Thanks for sharing . You can try Earn Honey to make extra money from home .

Bobby Baratheon
2016-04-07, 01:05 AM
Great post . Thanks for sharing . You can try Earn Honey to make extra money from home .

Why bother when a good application of Thread Necromancy will get the job done?

Ikitavi
2016-04-07, 02:35 AM
Back in the day, I was in a campaign where I wanted to establish a transcontinental banking and message service. I figured a network of people scrying where messages would be put up on a wall could work, and the scryers would use Copy spells to get the information down quickly.

Expansions go by. the Copy spell went away, and I hadn't found the http://www.dandwiki.com/wiki/Randal's_Quick_Copy_%283.5e_Spell%29 yet, but I did find

http://alcyius.com/dndtools/spells/spell-compendium--86/amanuensis--3785/index.html

"This spell copies 250 words per minute and creates a perfect duplicate of the original"

Awww, it doesn't allow copying magic spells... but "perfect duplicate"? Did these guys not ever encounter a power gamer before?

How much money you get out of it depends on how much gold pieces worth of diamond dust or other ridiculous ink you can get per copied word.

Breaking an AD&D economy is not really an accomplishment. It takes the consent of the players and a lot of work from the GM for the whole thing not to fall apart after being looked at too hard.

Gruftzwerg
2016-04-07, 04:17 AM
LVL1 Sorc/Wiz (should have high mainstat for high DC).

1. Disguise Self
Hey, you are Mr. Nice Guy. Nobody should ever think anything bad of your (real) character.

2. Look up a merchant store with some expensive stuff (= less customers and other people to deal with).

3. Cast Color Spray on the merchant

4. Grab as much as you can (carry & hide on yourself, take the gold from the merchant). And get out ASAP. Since the merchant should be <lvl2 he should be unconscious for 2d4 rounds, than blind and so on.

5. Get around the next corner and dismiss your disguise.

6. Go to the next town, sell and repeat^^.

Roland St. Jude
2016-04-07, 10:27 PM
Great post . Thanks for sharing . You can try Earn Honey to make extra money from home .Three-year thread necro. Thread closed.