Ultimate Campaign provides a lot of useful rules for customizing your game. So much, in fact, that I challenge a GM to not find something of use throughout its pages! Need to come-up with a background and traits for a character quickly? BAM! Ultimate Campaign. Your world is at war and you need rules for army combat? BAM! Ultimate Campaign.
Of note today is when your players want to build a house. In my experience as a GM, eventually at least one player will want their character to settle down and want to buy a house. Well in today's blog I'm going to go demonstrate how the Downtime System can be used to construct a house.
Our home's architecture seems like a great jumping off point. The first step in constructing a building is to determine the number and types of rooms in the building. We can always choose to add rooms later as well, but room additions are for another time. There are many ways we can construct a house, and our level of complexity will change the cost and production length for our home. Presented below is an example of a basic urban house (seen on page 110 of Ultimate Campaign):
HOUSE
Create 32 Goods, 1 Influence, 31 Labor (1,290 gp)
Rooms 1 Bedroom, 1 Kitchen, 1 Lavatory, 1 Sewer Access, 1 Sitting Room, 1 Storage
A small cottage that can house up to two adults or a new family.
There is an old piece of wisdom that states that on any project we have Time, Cost, & Quality and that we can only have 2 of them optimized. The quality of our building is set by what rooms we select, so for this example our quality is a fixed value, leaving us with time & cost to play around with.
Our house costs 32 Goods, 1 Influence, and 31 Labor in capital. The capital system is described in greater detail in Chapter 2 of Ultimate Campaign, but directly translated into gold pieces this equates to 1,290 gp to buy the house outright, and have it built for us. However, we can spend some time working on the house to earn the capital necessary to build the house instead if we wanted to bring the cost down and get our character's hands dirty.
Earning capital costs half as much as purchasing it, but takes time and some creative thinking on how our character will work to earn it. Let's say our character can reliably earn 1 point of capital per day, and can do so for each type of capital. This means our character would spend 62 days gathering resources and labor building their house for an overall price of 645 gp. The time investment can change however, as some characters are suited to earning certain types of capital quicker, and the town's size limits how fast construction can go.
"But I don't want to pay for my house at all" I hear you exclaim. Well here's where we can go to the far extremity the other direction, though we need to make a lot of assumptions for our character. Lets say our character can earn a net gain of 2 gp per day working a job away from adventuring, then your house would only take another 323 days to complete—approximately just over a year of non-adventuring... though some games may have that much down-time, you're probably best to just go adventuring and spend some money on the house. It will save your GM a facepalm, and keep your character from racking up debt at the local inn for a year!
Justin Riddler
Customer Service Representative