sorry guys... you are too quiet when you are waiting on me.
I am trying to get my PBPs to a place where I can have light duty for a couple weeks. (I know this one is never more than light duty)
I hope to push through here in the next couple weeks, and get you back to Olegs. Once there I would like to introduce the downtime system from Ultimate campaign.
We will use the rooms and teams for personal holdings. You will each have your own capital to use.. which will be in addition to the kingdom building units of resources.
Since for now you would be building on Oleg's chartered land, any construction would have to be approved by him, but he is an easy sell.
I am working it out now in my other kingmaker campaign how to make both systems work together.
I am open to whatever input you might have... if you have any thoughts about it yet. I know Vladimir had asked me before if had looked at Ultimate Campaign yet.
You will soon find your recent actions have won you the attention of a potential financier. (remember the young nobles...) If you agree to the upcoming proposal, you will each have enough personal capital to start something that could either make a little gold, be useful, or both.
Earnings: This entry indicates what bonuses the room or team gives to its building's or organization's checks made to generate capital. Buildings and organizations act like characters in that they can attempt a check each day to earn capital performing skilled work (without costing you any downtime). You must pay for capital earned in this way as normal.
If the room or team's Earnings entry says "capital" and a number, it can contribute a bonus on the building's or organization's skilled work check for any type of capital (gp, Goods, Influence, Labor, or Magic). If the Earnings entry lists specific types of capital, it can contribute a bonus on its building's or organization's skilled work checks only for capital of those types. You can apply each room's or team's bonus to any one listed type or capital each day or divide it among multiple listed types of capital. For example, an Alchemy Lab can generate only gp, Goods, or Magic, and not Influence or Labor. One day you could use all +10 of its bonus on the building's capital check to generate gp, on the next day you could use +5 on a check for generating gp and +5 on a check for generating Goods, and so on.
Most of the time, it's simplest and quickest to just apply all the gp bonuses from all the rooms in each of your buildings and take 10 on the roll. Other times, you might want to generate other types of capital to construct new rooms, recruit new teams, and make upgrades.
If you have multiple buildings or organizations in a settlement and they can generate the same kind of capital, you don't have to roll for them separately—you may add all their capital modifiers together and attempt one check for that kind of capital. If you spend a downtime day earning capital on your own, you may add your building and organization bonuses to your roll instead of rolling separately for yourself and each of your businesses or organizations.
For a room, the Earnings amount already subtracts the cost of having unskilled employees to do the basic work for you. For example, the Earnings listed for having a Bar already account for the wages of a bartender and servers. For a team, the Earnings amount assumes they are working at a building you own. If you don't provide a building for the team to work in or from, halve the Earnings for that team.
The description section of the unit stat block might list other benefits unrelated to the downtime system.
Example: The Inn example in the sidebar on page 92 has a Bar, a Common Room, a Kitchen, a Lodging, and a Stall. The Bar gives gp or Influence +10; the Common Room gives gp or Influence +7; the Kitchen gives gp or Goods +4; the Lodging gives gp +12; and the Stall gives gp, Goods, or Labor +8. All of those rooms can earn gp, so if you want to earn gp, just add all the room bonuses together (total +41) and make a skilled work check for the Inn to see how much gp you earn (see page 78). If you wanted to use the Bar's bonus to contribute to generating Influence and use the rest of the rooms' bonuses on gp, you'd attempt one skilled work check for Influence with a +10 modifier (the Bar's bonus) and another skilled work check for gp with a +31 modifier (the total bonuses from the Common Room, Lodging, and Stall).
I propose weekly rolls. The cost of a room or building (group of rooms) includes a default manager with no appropriate skill roll. If you get a skilled manager (and pay them) you can add their skill bonus to the roll. (and there are other benefits... worker morale stays up longer, and if the manager is getting paid, you will not lose control of that room/building. (under normal circumstances)
For the inn in the quoted example... the total earnings of all the rooms is 41.
For each week roll d20 (1-20), add 41, add skilled manager's appropriate skill bonus (lets say 7). = 49-68 net
Divide that number by 2 = 24-34 gold for that week
Subtract week of skilled manager wages (in this case 2g over 5days=10) = 14-24 profit.
With this you would earn capital roughly equivalent to the 1390gp cost of the inn in the example... in about a year.
-- -- --
In addition to the weekly rolls, each day you work yourself, you make an appropriate skilled work roll for the day. With this roll, you add only the bonus of the earning for the particular room. (such as Kitchen with an inn)
+7 profession(cook) + 4gp(kitchen listed earning): 1d20 + 7 + 4 ⇒ (13) + 7 + 4 = 24
divide by ten instead of two because it is personal work for the day = 2gold 4silver
I am using gold in these examples, but the yield could also be the other units of capital Goods, Influence, Labor, and Magic
Work a day at your pig farm which generates a bit of gold while you are away. A farm's possible earnings are gold or goods +10 of either.
15 animal handling + 10 goods: 1d20 + 15 + 10 ⇒ (5) + 15 + 10 = 30 divide by 10 because it is personal work for the day... = 3 goods
I would prefer you keep your personal work to a minimum.. you are leaders and adventurers, and shouldn't expect to have much time for solo crafting or other work for profit. But to have an operation in which you have minimal day-to-day involvement, but still a sense of stewardship seems Ok to me.
I think we should each try to specialise in a operation that focuses on one of the types of capital, so that we can maximise our ability to build.
For example, Hrafen will (oddly enough) try to set-up a brewery, which is good at generating Influence.
Hrafen, you have 6 of the 9 required goods to build a single brewery room (not the building with a bar, brewery, etc) from the underground cellar.
All you need are 3 more Goods, 2 Influence, 7 Labor to start it.
Oh... another change. In construction times, round up to the nearest multiple of a week. Brewery says 24 days so 4 weeks to build it.
In keeping the downtime/private holdings system to weeks, it should hopefully mesh well with kingdom building.
I have to admit, while reading that I was just getting more and more confused. I will have to read it a few more times to see if I can finally understand what is being said.
Either way, I would be doing my Leather-Crafting as I mentioned at the beginning of the campaign. I think Vorik was asking for a forge at Oleg's so he could make some weapons.
I've been pretty swamped myself lately, but should have some down time tonight to read through the rules you posted. I would say that Vorik has two potential business opportunities. The forge Jaestra mentioned and a small horse breeding operation with the herd of bandit and other horses we've gathered.
While Vladimir has lot of different skills, none of those skills are profession or craft based, but had come from a mercantile family. Given that Oleg is a merchant himself, I doubt he would welcome the competion. With that in mind, Vladimir would propose the following:
It seems recently more travelers have come through Oleg's than his guesthouse can handle. The additions of the forge, tannery, and brewery should have more people coming through and increasing Oleg's trade business and consequently the number of people coming through and requiring lodging and thus the need for an inn.
This would free up Oleg and Svetlana to focus on building relationships with their business patrons, rather than feeding them and trying to figure out where to put them for the night. As Oleg's business increases, he could convert his current guesthouse in to the actual shop for his business, plus give him some needed space for storage of his inventory. As an added side bonus it would provide an outlet for Hrafen's beverages as well.
When you spend the cost in goods, influence, labor, and magic for a structure (or team)... you automatically gain workers needed to run it, and an unskilled manager.
If your PC spends time at that holding at all during a week, his skill bonus may be used in that week's roll.
PC with a +8 Handle Animal builds a chicken farm, and leaves town for a week. A farm (as stated in rules) generates either +10gold or +10goods (likely food.. maybe feathers or fertilizer for alchemists... doesn't matter 10goods is the unit)
week1 PC is gone the entire week. Default (+0 skill) manager is in charge.
week2 PC spends a day or two at the farm. (and rolls his personal day of work roll for those one or two days, but we'll forget about that for this example)
week3 PC knows he will be gone for months and hires a skilled manager with (+7 Kn(nature))for 2g/day. PC sticks around a couple days of the week. He also decides to have the farm earn some money this week, instead of produce. (switching earnings from +10goods to +10gold)
week4 PC is out of town entire week
At the end of the month, you make four skill check rolls (or we could do the rolls at the end of each week if you prefer.)
week1 nobody skilled + 10goods: 1d20 + 0 + 10 ⇒ (4) + 0 + 10 = 14 goods
week2(PC's Handle Animal) + 10goods: 1d20 + 8 + 10 ⇒ (1) + 8 + 10 = 19 goods
week3(PC's Handle Animal) + 10gold: 1d20 + 8 + 10 ⇒ (8) + 8 + 10 = 26 or Manager's Kn(nature) + 10goods: 1d20 + 7 + 10 ⇒ (2) + 7 + 10 = 19 gold
week4(Manager's Kn(nature) + 10goods: 1d20 + 7 + 10 ⇒ (18) + 7 + 10 = 35 goods
subtotal=68goods and 26gold (divide by 2) = 34goods 13gold
- 2 weeks pay for the skilled manager hired starting week 3 (in this example we'll say 3gold/week = 6gold) = profit of 34goods 7gold
Shouldn't be a problem... once we start doing it, it should make more sense. Deciding what you want to build is the most important thing for now.
What I have above is mostly for those who are somewhat familiar with the "downtime" system (which I will refer to as personal holdings - owned by you, and not the kingdom), to show the changes I intend to make.
Earnings: gp or Goods +10
Benefit: counts as masterwork artisan’s tools for
Cost to Create: 7 Goods, 1 Influence, 7 Labor; Time 2 weeks
Size: 4–10 squares
This workshop includes a sturdy table, stool, vats, drying racks,
and tools designed for turning raw hides into leather. The Leather
Workshop counts as masterwork artisan’s tools for up to three
people creating leather goods with skills such as Craft (leather)
and Craft (shoes).