Economy


Rules Questions


I'm trying to learn more about the pathfinder world outside of just killing everything because my DM's new game will be E6 over at least a 6 month period.. so there's bound to be a lot of downtime/roleplay regular life stuff...

But pathfinder is coming up a tad short...

I can't find anything about buildings and costs.. about citys and politics... someone needs to explain to me why crafting an item is 1/3 base cost but selling it is 25% base cost (worst... buisness woman evar).

What am I missing.. is there a supplement or book out there like cityscape for 3.5? Or is pathfinder just not a rp heavy game at heart?


the core rules economics of the game are designed around adventuring, not owning a business and are designed to work with the players ONLY being adventurers.. If you want economics, see the downtime rules in Ultimate campaign. It gives a system for owning businesses, gaining influence, creating organizations etc.


Downtime rules from UC is a good place to start. This will give you some direction for building individual buildings and assembling NPC teams, then also for crafting settlements and kingdoms.

The thing I've struggled with hasn't been economy, it's religion. Since we're talking multiple gods, there's bound to be no "central church" for everyone, like the Vatican. But at the same time you've got lawful gods with "established hierarchy" like Iomedae. So that being said... what's the hierarchy? Do these churches have political power outside of cities, like in Europe and Asia where they might rule over villages and fiefs? What do the churches LOOK like; are we talking gothic monstrosities, Christian monastery type places, simple wood lodges... what?


Mark Hoover wrote:

Downtime rules from UC is a good place to start. This will give you some direction for building individual buildings and assembling NPC teams, then also for crafting settlements and kingdoms.

The thing I've struggled with hasn't been economy, it's religion. Since we're talking multiple gods, there's bound to be no "central church" for everyone, like the Vatican. But at the same time you've got lawful gods with "established hierarchy" like Iomedae. So that being said... what's the hierarchy? Do these churches have political power outside of cities, like in Europe and Asia where they might rule over villages and fiefs? What do the churches LOOK like; are we talking gothic monstrosities, Christian monastery type places, simple wood lodges... what?

THere was some information in Gods and Magic, though some of that is outdated. You can find some of what you are looking for in the wiki, and I think they are working on a new 'Gods' Book.

"Temples and shrines

The temples of Iomedae function as both a church and living space for her holy knights. Also commonly used are former temples of Aroden. These buildings are often painted white and feature arched entrances, pillared courtyards, fountains, and statues."


If the core rules are about adventuring.. gahh I just find it hard to get into a mind set of "I'm adventuring.. to buy more adventuring gear.. so I can adventure!".

Is that really the only playstyle 3.5 and pathfinder offer? If so maybe I'm getting into the wrong game.

Ill check out the downtime link.


Its not adventuring to buy more adventuring gear, its adventuring to go on an adventure, and money/everything else is designed to support that. The sell things for half cost is there to prevent people from abusing things like the crafting feats since money and magic items are tied together and there is a base assumption in the game as to how wealthing (in magic items) plays should be. If they could double or triple that by crafting and selling, it would throw the math of the game off.

If you dont like the idea of primarily being an 'adventurer' and are more interested in a game that works for every day life in a fantasy setting, then pathfinder and 3.x will be a struggle for you. Its not meant for that. Stuff like the downtime system or kingdom building rules help, but in the end they are addons. The core of the game is about going on adventures. Save the kingdom, fight the dragon, stop the evil overlord, be the evil overlord, command a pirate ship, delve into the ancient ruins, protect the city from invasion, discover the identity of the murderer, that is what the game is made for. It can be roleplay heavy, full of intrigue, or it can be kick in the door. But it is about doing something fantastic for a wealth of reasons, not every day life.

That said, the game supports other playstyles you just have to throw the basic enconomic system out the window. The downtime system is a great start, but I've also divorced permanent magic items and money in my game, then the economics can be more free, and owning a successful inn wont make you more powerful as a character (because it gives you greater wealth and thus more magic items). In my game non consumable magic items (anything but scrolls wands and potions) cant be crafted normally, or bought/sold and are extremely rare, and then I replaced their benefits with things characters get as they level up. That allows me to be more free with economics and use stuff like the downtime system or what have you without worry of throwing off the game.

The Exchange

part of the core problem with 'economy' in pathfinder, is that all goods have a set price. a pound of saffron is worth the same amount of gold wherever you travel. your profit would be the result of labor via a profession roll.

in PF, you create value through labor. if you use 'profession: merchant', then you still only earn value through labor. UC added the idea of earning value through Capital (such as a field of crops or a shop). Capital needs labor to work properly, but produces value in addition to that labor.

this is not better or worse than other possible rules, it is merely different. having run a traveller game, i find the commerce rules there are easily broken by one character with a good broker skill. so in PF, we use a Labor/Capital/Time investment to earn non-combat resources. you can also earn non-combat XP, but only to 'catch up' to the rest of your team, meaning its not used for actual advancement.

your ability to earn money is based on your level, both for your bonus to the skill roll, and for your WBL to invest in capital. the game is very adventure-level-based in every aspect.

the mindset you want, outside of the rules, is that 'the world is full of danger, and i must adventure to make the world safe/ find treasure/ find lost knowledge'. adventurers have motives, even if its simply the thrill of exploration. getting more gear is a side effect of the WBL assumption.

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