| _Ozy_ |
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Check out the downtime rules, look under rooms and buildings:
INN
Create 52 Goods, 5 Influence, 47 Labor (2,130 gp)
Rooms 1 Bar, 1 Bath, 1 Bedroom, 1 Common Room, 1 Kitchen, 1 Lavatory, 1 Lodging, 1 Stall, 1 Storefront
A place for visitors to stay and rest.
You can, of course, custom build the inn with whatever rooms you want to generate a different price.
You would probably have to look under kingdom building rules for things like taxes.
Murdock Mudeater
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Check out the downtime rules, look under rooms and buildings:
INN
Create 52 Goods, 5 Influence, 47 Labor (2,130 gp)
Rooms 1 Bar, 1 Bath, 1 Bedroom, 1 Common Room, 1 Kitchen, 1 Lavatory, 1 Lodging, 1 Stall, 1 Storefront
A place for visitors to stay and rest.You can, of course, custom build the inn with whatever rooms you want to generate a different price.
You would probably have to look under kingdom building rules for things like taxes.
That's the price the Build one, not the price to buy one. Once built, the value of any business is mostly reputation, property value, and inventory. Plus, you'd need an owner willing to sell - Diplomacy isn't good enough if they just don't want to sell.
Murdock Mudeater
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Quote:That's the price the Build one, not the price to buy one.No, that is the price to BUY one, the cost to build one is 50% of that (1065 gp).
The link goes straight ot the example at the top, for a Constructing a "friendly" Inn which has a different price altogether.
The explanation at the top indicates that costs for buildings just represent the sum of their components, and they clarify that Inns (their example) will often have variations in components, so that listed cost is subject to variation for just the building.
As for building it, there are other costs, other than just a straight GP cost to buy one.
| PossibleCabbage |
Realistically, the price to build an inn should be the same pretty much no matter where you put it (within reason).
The price to buy an inn should depend pretty heavily on where someone else chose to build it. The "inn in the middle of the haunted swamp" probably doesn't maintain its resale value very well...
Though, honestly, "Flip this House: Pathfinder Edition" could be pretty funny-- suppose the PCs are buying up buildings like "inns in haunted swamps" or "mansions that sit atop portals to eldritch realms" and the PCs have to un-haunt the swamp or close the portal in order to recoup their investment.
Murdock Mudeater
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i was wanting a way side inn sorta thing not too close to a town.
Like a Fancy inn, or just some rundown building that is surviving as an Inn only because there is nothing else around?
As for not-too-close-to-town, there is the issue with construction, that there is a limit on how quickly you can build, even if you have the capital to pay for quick construction (here, scroll down to spending limits). So even with a very sparse inn and lots of gold, it may take weeks or months to build one.
| _Ozy_ |
shadowkras wrote:Quote:That's the price the Build one, not the price to buy one.No, that is the price to BUY one, the cost to build one is 50% of that (1065 gp).The link goes straight ot the example at the top, for a Constructing a "friendly" Inn which has a different price altogether.
The explanation at the top indicates that costs for buildings just represent the sum of their components, and they clarify that Inns (their example) will often have variations in components, so that listed cost is subject to variation for just the building.
As for building it, there are other costs, other than just a straight GP cost to buy one.
The Inn 'up top' had a different room configuration compared to the one I listed further down the example list. As I explained, different rooms can be configured as the OP likes to come up with the final number. The price listed in all of the parentheses is the 'buy' price.
| Ben Walklate |
Ozy has the right of it - the downtime rules include a capital cost to build it from scratch and a "buy price" (which is in parentheses after the capital cost), which is the cost to just buy a preexisting building.
The one thing that the downtime rules are missing is a way to build outside a settlement, so making an inn that sits alone at a crossroads is "impossible".
I'm not a fan of the word impossible when it comes to the rules. So I'll be addressing this (among other things) in an upcoming product with Legendary Games.
| Milo v3 |
The one thing that the downtime rules are missing is a way to build outside a settlement, so making an inn that sits alone at a crossroads is "impossible".
I'm not a fan of the word impossible when it comes to the rules. So I'll be addressing this (among other things) in an upcoming product with Legendary Games.
Nothing in the downtime rules requires a settlement to construct rooms or buildings. Addressing such a thing would mean creating a problem that doesn't exist just to fix it.
Closest thing to this is spending limits table not discussing things that aren't settlements. But by RAW, the spending limits only applies to settlements.
| zainale |
Ozy has the right of it - the downtime rules include a capital cost to build it from scratch and a "buy price" (which is in parentheses after the capital cost), which is the cost to just buy a preexisting building.
The one thing that the downtime rules are missing is a way to build outside a settlement, so making an inn that sits alone at a crossroads is "impossible".
I'm not a fan of the word impossible when it comes to the rules. So I'll be addressing this (among other things) in an upcoming product with Legendary Games.
woohooo i did something good.... i think... sorta