Earning Capital Ideas


Pathfinder First Edition General Discussion

Grand Lodge

Hey everyone,
I have a question in regards to questing, I just granted my players a plot of land, as a reward for a bunch of quests completed.
I was thinking of having some sort of mini quests or skirmishes, for my players to do and in return a reward would be capital (goods, influence, labor, or magic) in return for the completion of these mini quests or skirmishes.
so an example would be, the local food storage building in the city is having an issue with something that is damaging their goods. find out what is doing this, and put an end to it. -reward would be 25 goods.

would this work, what should a proper reward be, how many goods, influence, labor, or magic would be appropriate.

Any help would be great, thank you!

Grand Lodge

Anyone?


Well, capital can be gained like any earned treasure, so there isn't much to talk about. Just make the amount they'd gain worth an amount of gp equal to the amount of gp they would get for a reward of their level.


Exactly as Milo v3 stated; here is the example from the rulebook:

Capital as Rewards:
Rewards: A GM using the downtime system might award you various types of capital as monster loot, adventure rewards, inheritance, or natural resources. For example, if your party defeats a gang of smugglers, your treasure for the final encounter could include 5 points of Goods in addition to conventional treasure. After freeing a group of peasants from a hobgoblin tribe, the GM might decide that the freed prisoners have no money to give you as a reward but instead promise you 3 points of Labor as thanks for saving them. Your character could inherit a ramshackle house from an old relative, which you can use as a base of operations or sell for gold. After clearing out a kobold warren, you might discover a vein of iron ore that (after an investment of Goods, Labor, and perhaps Influence) can generate gp or Goods for you on a monthly basis. Depending on the nature of the reward, the GM might decide that you don't need to pay the Earned Cost to get capital acquired in this way.

These kinds of rewards are always decided by the GM. Keep in mind that a settlement's government usually has jurisdiction over what happens to an abandoned property. For example, just because you kill all the cultists using a building as their secret lair doesn't mean you can claim that building as your own.

So, let's say, using the hobgoblin example, the lair held a treasure that included a 100 gp gem and a Potion of Haste. You could substitute 5 Goods for the gem and 7 Magic for the potion. The Goods could be trade goods robbed from passing caravans, the Magic could be material components, rare herbs, etc.

Liberty's Edge

Yeah, swapping out treasure for capital is a simple enough conversion. As long as you can trust players not to mix pools (It doesn't necessarily make narrative sense, but players who cotton on to what you're trying to do may come with you), you could even just tack it on to the treasure, rather than substituting.

I'd work out appropriate amounts in the opposite direction from standard treasure allotment: what do your PCs want to do with capital? What do they want to build or endorse or develop? Come up with a rough notion of how long you would like such a project to take (thus integrating it into your larger story) and dollop it out that way.

Grand Lodge

Thank you, everything you guys said will help me.

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