r-Kelleg
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I just downloaded my version of the Ultimate Campaign and the Downtime system puzzled me.
This chapter describes how a PC can spend his time between two adventures. One of these activities is to work using his skills.
For one day of skilled work: roll your skill check: this is what you earn in SP. So with a roll of 10 you get 1gp, and with a roll of 40 you get 4pg.
I when back to the Pathfinder Society field guide that proposed (on page 3) a Day job check rewards: the formula to approximate the table is gp = 0.0098 x DC exp 2.5924 . In other words with a roll of 10 you get 5 gp, and with a roll of 40 you earn 150pg !
4 vs 150 ?
how to explain such a difference ?
which system is the more balanced ?
note that a 5th lvl gnome alchemist can make several potions (with the proper tools and feats) on a working day and can earn much much more money than that.
r-Kelleg
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Ok then
So I missunderstood the "Day job" meaning. in fact, there is no number of days involved.
still, 4gp for a 40+ skill check sounds very low.
For example, regarding to the Hirelings, servant and services table a very experienced lawyer is paid 10gp a day. So he should have +90 to his knowledge(law) skill. a sage should have +140 skill and a bard chronicler +40...
| DM_Blake |
still, 4gp for a 40+ skill check sounds very low.
For example, regarding to the Hirelings, servant and services table a very experienced lawyer is paid 10gp a day. So he should have +90 to his knowledge(law) skill. a sage should have +140 skill and a bard chronicler +40...
This doesn't require super high skills or amazing skill rolls to get paid better.
It just means that not all skills are created equal. Just like in our real world. I work with a bunch of engineers who all make something like 100k per year. Yet they have the same amount of skill as a teacher who makes 25k per year (both generally require high school plus 4 years of college). Clearly not equal.
Lawyers, sages, and bard/sages provide very valuable skills, considerably more marketable than sewing clothes or making horseshoes or baking bread. So those are exceptions because of their extraordinary nature.
PCs rarely have the ability to be a lawyer in their day job, or to pull esoteric knowledge out of the dark recesses of their dusty brains, but if they do, then I could easily see them making a case with their GMs that they want to get the same rate of pay that NPCs get for these "day jobs". For everyone else who uses their carpentry skill to make some silver during downtime, the general rule is just fine.
r-Kelleg
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sorry but I don't like it :) I feel that this linear progression of the earnings with the skill rolls is just wrong and don't fit the economic system of the game.
I don't know if it needs to be fixed but I feel that the skill rolls should be cap by the size of the settlement and the ratio of the results should be exponential rather than linear.
| Rickmeister |
As alawys, make it a house rule. I wouldn't bother with it too much, it isn't going to break the game if they have a bit more money.
And hey, no adventurer is going to *sit on his buttocks* for over 3 years to save for that fancy sword. Not when other adventurers come back from some loot thing, and buy it in front of him because he needs to work a few more weeks. :P
Nimon
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The economics of the game can get crazy if you think too much on it. If you were really just paying for average professions, the characters should be making coppers, but due to the cost of magical items and wanting to keep your players within WBL it is appropriate to give them more. Another way to do it is just make players make a successful roll, if they make the roll then give them the appropriate amount of gold for your campaign with perhaps a bonus for every 5 over the DC ect.
| Epic Meepo RPG Superstar 2009 Top 16, 2012 Top 32 |
For example, regarding to the Hirelings, servant and services table a very experienced lawyer is paid 10gp a day. So he should have +90 to his knowledge(law) skill. a sage should have +140 skill and a bard chronicler +40...
Using the downtime rules for businesses, it is very easy to get a +90 to your Profession (lawyer) skill checks.
The "Earnings" line for each Room and Team includes a bonus; when making a Profession check to earn gold, you add together the bonuses from all Rooms and Teams you own which list "gp" as one of their Earnings and apply that total as a bonus on your Profession check. So that lawyer with a +90 Profession (lawyer) check probably owns a law office with several rooms and has a few paralegal secretaries on staff.
| Mark Hoover |
I haven't read the book in question, but don't forget that a city's Economy modifier applies directly to any Profession rolls made within city limits. Also, I'd say it's definitely Profession(Lawyer) rather than Knowledge(Law) because it's an esoteric field which is highly tied to a profession.
Whoa whoa; WAITAMINUTE, that just blew my mind! So, in the generic Capital City (Pg 208; Gamemaster's Guide) the Economy mod is +5. This means that my APL 2 players, who pooled their money to buy a derelict old inn, could conceivably in one day (after fixing it up) make a skill check of this place, plus the 2 laborers and 1 craftsman (brewer) they have working there of +60 without even BEING there for the day?
Umm...that's boss!