| Third Mind |
I am currently a player in the Kingmaker campaign, book 2 and we are fairly well into building our city.
Thus far in this campaign, it seems that it's very low wealth, which makes it difficult for my wizard to use the magic item creation feats he taken (since he doesn't have the gold to create) as well as afford doing other things such as create new spells and add normal spells to my book.
Is there any good method, besides taking BP out of the "bank", which me and my party are against, for making some character wealth?
I know there are spell combinations that can amass some money, but for myself and my DMs sake, I'd rather not even try those.
What I have underway currently, as a spymaster, is I'm attempting to set up an assassin's guild where those who take a contract get 85%, I would get 10% and the rest of the guild, would get part of whatever's left, if anything. I also have a notice out in game, that my wizard is willing to sell spells from his book (copying wise). I could probably get a thieves guild up and running and might be able to go around town and do magical things, but is there any other suggestions on how to earn money in kingmaker?
| Thrund |
It's not that low-wealth in my experience, though most of the sraight up GP rewards are for sidequests and a lot of DMs change those because a bunch of fetch-quests in a row can get tedious. So it's possible that you're a bit behind where the AP expects you to be, especially if you've skipped some of those sidequests.
The group I DM for (just about to start book 3) are quite poor because they insist on donating anything they can't immediately use to the treasury, but that's their choice.
If your DM uses Ultimate Campaign then I believe that has rules for organisations and making money during downtime, which would cover your guilds or, for example, buying a stake in a magic shop (which would fit in nicely with your crafting).
| Third Mind |
That's a possibility. There are areas that we haven't explored and some jobs we probably haven't done so that could be the case. I'm sure I could convince the group into doing more exploring since they seem to enjoy it as I do.
We just got a magic ring for a side-quest and it could lead to each of us getting 220 gold, if no one wishes to use it.
Thanks for the suggestion.
| Maklak |
Personally I'd house-rule that for each BP generated from economy, the party get to pocket 50-100 gp in taxes without causing unrest. I'm also of the opinion that many quest rewards are too high, for example 250 gp for fetching some turnips. To put things in perspective, that's what a commoner earns in 7 years, danimt! If those turnips are worth their weight in gold, I want to start a garden.
I've seen an old DnD book that had income for all kinds of things, including dovecotes and it came to about 5k-10k per year per an estate with surrounding village, so if we assume there are dozens of those per hex and that the state gets just a small cut, the +2 BP per farm hex would be about right.
I don't see a problem with "giving the players too much wealth for their level". That's what they get for their troubles of running a barony. Heck, Rogue Trader (a game about flying around in an enormous spaceship and trading) didn't even require paying for personal equipment. If they can afford to build castles and cities, their personal wealth shouldn't be a big problem any more.