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#MERCHANT
rabbitlegs · 1 year
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so how about that RE4 remake demo
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ultimateanna · 1 year
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Resident Evil 4 (2023 game) - concept art
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clooownnn · 3 months
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thedansome · 7 months
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Meet Bobbi the merchant goblin! She has a license to be anxious
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mochiwei · 6 months
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Day 1: Merchant (Ravio!)
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dangerousbride · 1 year
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Merchant 🛍️💣 || (Extra)
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folkdevilism · 9 months
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LEON  X  MERCHANT   |   [ NeoCranium ]
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glacierclear · 1 year
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ill be ur stranga
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eldstunga · 1 year
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Watch out, new TTRPG character just dropped: A travelling merchant of the March - extremely likely to die permanently in the first session because "Adventurer,Conqueror, King" pulls zero punches. Still, I call her Felicia and I will cherish all the 3-8 minutes she'll survive.
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fanaticartisan · 9 months
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There's some things money can't buy.
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jramseyi · 1 year
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Flying Frog Merchant
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zelda-freak91 · 6 months
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Linktober Day 1: Merchant
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ellenent · 6 months
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wind waker style ravio!!
starting linktober today! ^0^
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soapygrenade · 1 year
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well now REAR has confirmed Wesker's eyes are blue like in darkside chronicles so now my HC for his eyes are like this now. Thnx Capcom! Also I needed a reason to draw Wesker’s new fit!
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DM Tip: The Trouble With Treasure/ An Alternate Wealth System
If you’re a player or dungeonmaster who’s at all interested in game design you might’ve noticed D&D’s treasure and economy systems suck. You also might have noticed even if you’re not interested in game design, because the longer you play d&d the more it becomes glaringly obvious that the game doesn’t actually HAVE a treasure and economy system despite pretending otherwise.  This is a major problem given that seeking riches is one of the default adventuring motivations, and largely stems from the fact that back in ye-olden days gold was directly related to experience points, so wealth accrued exponentially in line with the increasing cost of levelling up. This is why magic items cost to damn much despite being not only a staple of the genre but absolutely necessary to the long-term viability of certain classes (as I discuss here in my post about gear as class features).  
After being cut lose however, nothing was really DONE with gold in d&d from a gameplay perspective: Treasure generation largely fell to dm discretion or random tables, and the useful things a party could buy steadily shrunk to the point where characters could be stuck with their starting equipment for an entire campaign.  “Too much gold and nothing to spend it on” became one of the major criticisms of d&d 5e, but only touched on the problem that without something worthwhile to spend treasure on the party has less and less reason to venture into the dangerous unknown, take dodgy contracts, or perform any of a half dozen other plot beats that make up traditional adventuring.
 The system likewise breaks down once you pass a certain threshold of wealth, or once you try to model larger economic activities: divvying up a lockbox full of dungeon plunder to reequip your heroes before launching out on the next mission works great for the first couple of levels, but completely falls apart when you're dealing common enough story tropes such as running a business, transporting cargo as merchants, or caring for the estates around a castle.
What I propose is splitting d&d’s economy into two halves: Wealth, which represents the piles of GP and other coins the party carries with them, and Resources, more abstract points which chart how plugged in the party is to local systems of production, trade, and patronage.
If you’d like an explanation of how these systems work, and how they can improve your game like they improved mine, I’ll explain both of these mechanics in detail below the cut, as well as subsystems that let your party open businesses, operate estates, build castles, and make a living as merchants.
Wealth:  I wanted to limit the amount of money my players kept with them without instituting an encumbrance system that might drag things down. Instead I wanted to rely on a more “common sense” method of tracking wealth, and get them thinking about their stores of gold as a physical object rather than a nebulous point pool they can dip into.
Conveniently, every character starts play with a coin pouch, which can hold up to 300gp (about 6 pounds). I use this as a “soft cap” for how much money a character can be expected to be carrying around with them, not including jewellery or small valuables like gems.
Theoretically a person could have more than one coin pouch, carry their wealth around with them in a chest (15,000gp) or a cartoon sack with a dollar sign on it (1500gp), but this becomes increasingly cumbersome and provides a greater and greater chance that the party will be targeted by thieves. I don’t need to add any more mechanical crunch to this factor, I just inform the party “ hey, you look like you’re carrying a lot of money, better be careful going forward” and plan my encounters accordingly.
Instituting this cap likewise prevents gold from losing all meaning once the party is high enough level to have found their second or third treasure hoard. Sure, they might be living it up in an aristocratic lifestyle back home, but when it comes to set out into the wilderness they suddenly have to think of GP as a resource along with spellslots and hitdie. Getting robbed, forced to give bribes, or simply losing their coin pouch suddenly becomes an actual threat to them regardless of level.
Resources:  The party has a pool refereed to as resources, representing their holdings, relationships with patrons, and personal enterprise. The party’s total resources are pooled, and are represented on a scale from 1-50.
Every week, provided they have contract with their economic network, each member of the party party receives earnings equal to 12.5 gp x (the party’s total resources) representing them drawing a living from the connections they’ve already made (working a trade, doing odd jobs, getting payouts from investments) 
In order to obtain a new level of wealth, the party must either invest 500gp per point of wealth they which to obtain into a new or ongoing business project (either their own, or that of a trusted contact).  Alternatively, the party can get their resource pool boosted by forming agreements with tradesfolk or wealthy patrons, who may grant the party such agreements out of friendship or as part of a reward for doing quests. Resources are recorded with a number beside them, representing how much of the party’s total resource pool they represent. This is so that if something happens to jeopardize that resource, the party knows exactly how much of their earnings are up in the air.
For example, a party that saves a merchant captain from pirates early on in their adventures might be rewarded with a share of her ship’s takings, gaining 1 point of resources. In the future, they may pour some of their adventuring loot into her business, increasing their total amount of holdings with her to 6, and their weekly payout to 75gp. If that captain and her ship were then lost in a storm, those resources would be frozen, halting the party’s payouts and encouraging them to discover just what it was happened to their friend as the base of a new adventurehook. 
Buying against Resources:  D&D is weird in that it prices magic items, ships and castles like they can be bought off the rack, when in any pre-industrial society most “new” things would have to be constructed from scratch with labours and artisans paid a steady amount over months or years until the thing was complete and then delivering it directly into the hands of the one who commissioned them. Sure a weaponsmith or apothecary would likely have a storeroom full of items to sell to clients walking in off the street, but shipyards aren't spending years churning out galleys to leave them waiting for a buyer like a used car lot.
Because plenty of games involve at least a section where a party might establish a fortress,  fix up a ruined estate, or commission a magical artifact, it helps to have a guideline:  Find the base price of the item, chop it in half if the party or one of their business contacts can source the resources (or if they’re fixing something that’s broken) Next they need to pay for labour, “reserving” points out of their own resource pool to hire on workers and supplementary materials, divide the item’s price by (500x the number of resource points the party is willing to spend) to find how many months it’ll take for the item to be finished. Note that during this time, the party’s effective resource score is reduced by the amount they’ve reserved. This makes it possible for a mid level party to start refurbishing their dream castle early, rather than having it simply poof into existence once they’re too high level to really get use out of it.
Ongoing Services: Rather than worry about keeping track of hirelings, or a number of other factors, I let my party reserve points off their resource pool indefinitly to retain the services of NPCs. Each “holding” the party has (buisness, ship, estate) likewise requires one resource kept in reservation for general maintenance, unless the party want to take a month off and maintain it themselves.
A party that owned a tavern then might reserve one resource to maintain their establishment , another to pay for the staff, and begin to think about hiring on some guards for a third as something is causing fights to break out more frequently.
Another party which owned a pirate ship, they’d reserve one resource to maintain the ship, another to pay the crew, and a third to bribe the harbormaster who looks the other way when they bring unsanctioned goods into harbor. After hearing about their big score however, their corrupt contact asks for yet another resource worth of bribes, potentially stretching the party’s resources a bit thin.
Using Resources to be a merchant:  If pirates come up often in this post it’s because I drove myself half mad several years ago trying to run a skyship campaign, and the logistics of hullspace v supplies v the staggering price of trade goods v market demand drove me up the wall. I lacked a simple system that would let my party FEEL like they were high-risk traders without having to slow the game down with accounting. Here’s my Alternative: there’s a special type of resource called “goods” connected to caravans and trade vessels, which can be expanded like any other. At the end of every month who’s ever in charge of that venture (Player or npc) makes a mercantilism roll ( possibly charisma, possibly wisdom, + some relevant proficiency) for each of those goods based against a DC set by the dm regarding how good trade is doing in that region.  If it’s a success, the markets are flowing, and the goods rating goes up by 1. If it’s a failure, they go nowhere, as no profit is made. If they fail by 10 or more, those goods loose one point due to bad investment, and if they succeed by 10 or more, the goods double. When the party receives their payment, they can chose to cash out for 500gp per point of good, possibly then reinvesting in the venture.
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nocturnalfandomartist · 6 months
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Ravio doodle for Linktober day 1: Merchant! Might give this a background eventually??
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Time Elapsed: 1 hour, 24 minutes
Program Used: Ibis Paint X
Do not repost!
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