Do you go to the dungeon?

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Next revision
Previous revision
rules:mercantile-ventures [2017-05-29 17:37] – created sandrarules:mercantile-ventures [2017-07-09 06:45] (current) – external edit 127.0.0.1
Line 11: Line 11:
 In order to buy and sell goods, the adventurer must first travel to a market. A market can be anything from a humble county fair to a city-state's outdoor bazaar to the ports of a major metropolis, but each has different characteristics. Each domain (as described under [[strongholds-and-domains|Strongholds and Domains]]) generally has its own separate market. Markets are rated by market class from I to VI, which rate their size and importance. The vast mercantile hubs of empires, with urban populations of 20,000 families or more, constitute Class I. Major ports, national capitals, and other large cities of 5,000 or more families constitute Class II. Provincial capitals and medium-sized cities of 1,750 to 5,000 families make up Class III. Small cities and large towns of 600 to 1,750 families make up Class IV. Small towns and large villages of 250 to 600 families are Class V. Any village of 250 families or less is Class VI. In order to buy and sell goods, the adventurer must first travel to a market. A market can be anything from a humble county fair to a city-state's outdoor bazaar to the ports of a major metropolis, but each has different characteristics. Each domain (as described under [[strongholds-and-domains|Strongholds and Domains]]) generally has its own separate market. Markets are rated by market class from I to VI, which rate their size and importance. The vast mercantile hubs of empires, with urban populations of 20,000 families or more, constitute Class I. Major ports, national capitals, and other large cities of 5,000 or more families constitute Class II. Provincial capitals and medium-sized cities of 1,750 to 5,000 families make up Class III. Small cities and large towns of 600 to 1,750 families make up Class IV. Small towns and large villages of 250 to 600 families are Class V. Any village of 250 families or less is Class VI.
  
-Each market will have a unique set of demand modifiers, determined by the Judge, for different types of merchandise. The demand modifier modifies the availability and price for merchandise in the market. A low demand modifier indicates that there is a surplus of that type of merchandise available, usually because the market is a producer of that merchandise. A high demand modifier indicates that the merchandise is hard to get and very expensive. (See [[generating-demand-modifiers|Generating Demand Modifiers]], below, if the demand modifiers are unknown).+Each market will have a unique set of demand modifiers, determined by the Judge, for different types of merchandise. The demand modifier modifies the availability and price for merchandise in the market. A low demand modifier indicates that there is a surplus of that type of merchandise available, usually because the market is a producer of that merchandise. A high demand modifier indicates that the merchandise is hard to get and very expensive.
  
 //Example//: The border capital of a rural Southern kingdom is a Class III market. Its demand modifiers are: Common Wood -2, Hides -2, Common Metals -2, Ivory -2, Rare Furs -2, Gems -2, Grain +1, Pottery +1, Dye +2, Cloth +1, Glassware +1, Tools +2, Armor +2, Spices +1, Silk +1. This capital is a great place to buy timber, furs and hides, ivory, and gems, and a good place to sell dyes, tools, armor, spices, silk, and similar manufactured or luxury goods. //Example//: The border capital of a rural Southern kingdom is a Class III market. Its demand modifiers are: Common Wood -2, Hides -2, Common Metals -2, Ivory -2, Rare Furs -2, Gems -2, Grain +1, Pottery +1, Dye +2, Cloth +1, Glassware +1, Tools +2, Armor +2, Spices +1, Silk +1. This capital is a great place to buy timber, furs and hides, ivory, and gems, and a good place to sell dyes, tools, armor, spices, silk, and similar manufactured or luxury goods.
Line 164: Line 164:
 Note: When quickly calculating average hauls, merchandise has an average base price of 300 dinars and an encumbrance of 70 stone per load. Common merchandise averages 180 dinars and 80 stone per load. Precious merchandise averages 1,000 dinars and 10 stone per load. Note: When quickly calculating average hauls, merchandise has an average base price of 300 dinars and an encumbrance of 70 stone per load. Common merchandise averages 180 dinars and 80 stone per load. Precious merchandise averages 1,000 dinars and 10 stone per load.
  
 +===== About these rules =====
 +Why are they so complicated T_T\\ 
 +
 +I removed some parts already.\\ 
 +We can put them back in later if we want to.\\ 
 +But I like rules that are much simpler.
 +
 +Even this is pretty compliated, but it's a start:
 +
 +Just: price: (4d4+mod)×10 percent of [[al-qadim/demand-modifiers|base price]].\\ 
 +There is a price reroll every 1d10 months.\\ 
 +For a market I, you can buy/sell ((d6+2)×6)d8 loads.\\ 
 +For a market II, you can buy/sell (d4×4)d6 loads.\\ 
 +For smaller markets we'll extrapolate from the above rules.