A quick vote on estate management rules


Alpha Release 1 General Discussion

The Exchange

Is this all Paizo Needs to include for the DMs and Players looking for Estates?

ESTATE INCOMES

An Income producing estate consists of 3-200 Farms (Average 20) per 56 square mile (6 square miles of compulsory Woodlots – category 100gp-200gp).

INDIVIDUAL FARMS, PRODUCE VALUE, AND PRODUCE

PROFESSION (FARMING)..............PRODUCE VALUE
4-8...............................100gp-200gp
9-12..............................1,000gp-2,000gp
13-15.............................10,000gp-20,000gp
16-18..............................100,000gp-200,000gp

PRODUCE......................................VALUE
216 GALLON TUN OF COMMON WINE................864sp
54 GALLON HOGSHEAD OF ALE......................108sp
3 GALLON BOTTLE OF FINE WINE....................128GP
50LB WHEEL OF CHEESE...........................100sp
50LB SACK OF WHEAT..............................5sp
200LB FIRKIN OF SALT............................1000gp
50LB SALAMI.....................................52GP
1 CARTLOAD OF FIREWOOD..........................56CP

KNOWLEDGE (ESTATE MANAGEMENT) RANK = %TOTAL PRODUCE VALUE IN COIN.


I don't think it's needed in the core rules. And I think the income levels are a bit high at the high skill levels. To make that much you would have to have more land in production. And there would probably be more variability between good years and bad years.


I would shy away from this sort of thing. The game is about adventurers, not merchants and businessmen. If the PCs get a business of some kind, just let the DM fix how much income it makes that works with his campaign. I guess you can present some basic suggestions, but it shouldn't be a crazy mathematical equation.

Just like an estimate for low profit business, moderate profit and high profit would be enough.

Grand Lodge

Adventure Path Charter Subscriber

Since we're voting, I vote to keep this out of the core rules. Not that I'm concerned it would be included anyway. This is the kinda thing that should go into a suppliment for all the dozens of people that would need official rules for the price of 50lb of salami (instead of rules like combat, item creation, spell research, etc.).

-Skeld

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

I vote that the core rules instead include rules for using the produce items as improvised weapons! How much damage does a 50lb salami do exactly? I'm guessing x3 on a crit, but unsure if it's a 1d8 or 2d6.

Sovereign Court

Nothing like this is necessary, especially in the core.

Out.


JoelF847 wrote:
I vote that the core rules instead include rules for using the produce items as improvised weapons! How much damage does a 50lb salami do exactly? I'm guessing x3 on a crit, but unsure if it's a 1d8 or 2d6.

1d8.

Unless it's HARD salami, then it's 3d4.


You know, what I'd really like to see is a spreadsheet or something incorporating these kinds of calculations. You could plug in the variables such as population, number of competing business, time, etc., maybe add a random factor (i.e. weather’s effect on crops, supply and demand, etc.). This could work for any business, not just farms. That would be cool. You could calculate the earnings of a single fruit vendor, a whole farm, or an entire kingdom for a day, a month, a year. And since it would be an automatic calculation, all the work is on the front end of the spreadsheet setup.

But I agree that this probably isn’t Core stuff.


LOL @ produce as improvised weapons.


The price of goods is definitely core material. If you get a cubic foot of alt, you should know how much it is worth (according to the PHB, it is worth 360 gp). But the absolute productivity of farms is not core material. It's going to vary a lot from one village to the next.

But for example, I would actually like to have some guidelines as to how much wealth is in a merchant caravan wagon. How much it weighs, how much it is worth on the open market, how much you can sell it to unscrupulous merchants, that sort of thing.

The paradigms of wealth accumulation need to be seriously examined, becuse the ones presented in 3rd edition D&D don't work at all if any player makes any serious attempt to garner wealth for its own sake or for use as a trade good to purchase powerful magical equipment.

-Frank


Do these figures assume the annual use of a plant growth spell? What about remove disease to cure Dutch elm blight, grape fungus, hoof-and-mouth disease, and the like? Is the soil suitable for crops and grapes? Are there local monsters that swoop down and kill livestock? How many commoners and experts, of how many skill ranks, are there working? Do you have someone with the Craft (winemaking) skill?

In short, there are a LOT of variables that could drastically change the numbers shown (orders of magnitude differences). An absolute value means nothing.


Yellowdingo, I like you, man. You got spunk, and fire in yer belly. There are corporate executives who wish they had the focus, drive and ambition of 'the Dingo.

But for the love of the gods, man, STOP WITH THE ESTATE RULES SUGGESTIONS ALREADY! No one cares!

Please! I'm begging you...

please...

(breaks down, starts sobbing)

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