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View Full Version : Converting time to money



qazzquimby
2014-04-19, 04:10 PM
I'm doing my research for a homebrew I'm working on that will introduce farming mechanics, allowing characters to grow plants with a wide variety of effectts over the course of weeks and months. As a baseline, how much money should a player be able to make over a length of time, with little risk and little initial envestment (low level characters growing carrots in a field), or high risk, high envestment (high level characters growing fireblossoms in the pits of hell)? Alternatively, ignore risk and investment, and just sugest money / month / level.
I'm not asking for official content, since the profession rules are aweful, but if anyone has any input, all would be appreciated.