2 ultimate campaign downtime questions


Rules Questions


So, two of the downtime activities don't seem to make much sense to me. The first is promoting a business, it seems like it allows you to make a skill check to generate a few extra resources over a period of 1d6 days. The problem is you could earn the same amount of extra capital in one day by taking the earn capital action. Iis this action just written really poorly or is it useless?

The second one is running a business. Taking that action lets you make a capital check for your business at +10. The problem is, again taking the earn capital action on your own is far more productive, your business will gain 1 less resource, but you will gain at least one resource if you have no skill bonus so at worst it is a wash, and usually you will generate more on your own than giving your business +10 will.

Hoping someone can give an official clarification on these.


Arkadwyn wrote:

So, two of the downtime activities don't seem to make much sense to me. The first is promoting a business, it seems like it allows you to make a skill check to generate a few extra resources over a period of 1d6 days. The problem is you could earn the same amount of extra capital in one day by taking the earn capital action. Iis this action just written really poorly or is it useless?

The second one is running a business. Taking that action lets you make a capital check for your business at +10. The problem is, again taking the earn capital action on your own is far more productive, your business will gain 1 less resource, but you will gain at least one resource if you have no skill bonus so at worst it is a wash, and usually you will generate more on your own than giving your business +10 will.

Hoping someone can give an official clarification on these.

I'm certainly not anyone official but I read those the way you do. I also think it's odd that guards and soldiers are both warriors of the same level, despite a much greater cost for the soldiers.


Arkadwyn wrote:
So, two of the downtime activities don't seem to make much sense to me. The first is promoting a business, it seems like it allows you to make a skill check to generate a few extra resources over a period of 1d6 days. The problem is you could earn the same amount of extra capital in one day by taking the earn capital action. Iis this action just written really poorly or is it useless?

Hmm, I'm not quite sure myself. You could read it that way, but it could also be meant to increase your income for each of the following 1d6 days.

Arkadwyn wrote:
The second one is running a business. Taking that action lets you make a capital check for your business at +10. The problem is, again taking the earn capital action on your own is far more productive, your business will gain 1 less resource, but you will gain at least one resource if you have no skill bonus so at worst it is a wash, and usually you will generate more on your own than giving your business +10 will.

The 'Running a Business' action does not say that you should skip the building income for that business. The way I see it you get to profit from your business twice in this situation, once from building income and once by getting the +10 bonus (at the cost of limiting your 'Earn Capital' action to one of the resources generated by your business).

MeanMutton wrote:

I also think it's odd that guards and soldiers are both warriors of the same level, despite a much greater cost for the soldiers.

The description points out the difference: the guards are cheaper, but they won't actively go into combat somewhere. That might never come up of course...


1 person marked this as FAQ candidate.

So your answer to #2 makes sense. It means that owning an appropriate business makes it easier to earn capital, which again makes sense. Now if I could figure out #1, and also now #3 below

#3: The rules say you can use capital for it's purchase value in place of gp for any appropriate downtime activity that forces you to spend gp. So if I have 1 Goods in the bank, can I go earn capital for Labor, gain 2 Labor, and use the 1 Goods to pay for earning the Labor (by giving out goods to the prospective laborers, like giving everyone who helps you move beer and pizza)?

Sounds reasonable, which in part is probably what scares me about it. :-)


soldiers cost more because you can order them to go out and wage war. Guards only defend a place. They are not proactive.

Run a business is the same as earn capital but with a plus ten added. The business still makes its own check.

Promoting a business lasts for d6 days. If your skilled work check comes back at a 30 and you roll 3 days then that one day will net you 9 capital. Normally that would take 3 downtime days but with this it only took 1. If you spend goods to increase the roll you only lose anything on roll of 1 on the d6. 2 gets your investment back and 3 more is gain. I am not sure you can increase GP this way. I would rule that a business can not be promoted more then once.


Arkadwyn wrote:

#3: The rules say you can use capital for it's purchase value in place of gp for any appropriate downtime activity that forces you to spend gp. So if I have 1 Goods in the bank, can I go earn capital for Labor, gain 2 Labor, and use the 1 Goods to pay for earning the Labor (by giving out goods to the prospective laborers, like giving everyone who helps you move beer and pizza)?

Sounds reasonable, which in part is probably what scares me about it. :-)

I read it that way too and as you said it makes sense. Under 'Purchases' is a strange place to bury that particular rule though ;).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Yes, when you promote the business, it gains the bonus for each of the 1d6 days. Yes, that section is badly written. This is the only interpretation that makes any sense at all.

As for running a business, you get to add your own skill modifier, the business' modifier, AND the +10 when you make the check. The rules are clear on this, though they are spread out in several sections for some reason.


It's also at the head of the section on the different downtime activities, but that leads me to believe it is only as specifically spelled out in that section. Which naturally doesn't spell out earning capital and instead refers you back to pg 177.

Kind of like when an Index entry instead of giving a page number says see another index entry. What idiot writes those?!? Grrrr.


Haktar wrote:
The description points out the difference: the guards are cheaper, but they won't actively go into combat somewhere. That might never come up of course...

Using the mass combat rules, level 1 warriors are laughably unsuitable for combat and the "elite soldiers", being level 3 warriors, aren't much better.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / 2 ultimate campaign downtime questions All Messageboards

Want to post a reply? Sign in.