Talk:Money and Merchants: Difference between revisions

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* settlements (or locations within settlements) may lay a mandatory charge, overwriting any buffs the character may already have.  In some cases, this is the town buff (assuming the target character is considered an ally), but in less friendly climates, it might simply be an empty charge, meant solely to negate buffs.  Mandatory buffs are very expensive settlement features and are rarely found protecting a merchant's shop (except for the most prestigious and wealthy; and they might employ a charge that inflicts 'mellow' to facilitate sales; this is highly illegal in most places, but that doesn't mean it doesn't happen).
* settlements (or locations within settlements) may lay a mandatory charge, overwriting any buffs the character may already have.  In some cases, this is the town buff (assuming the target character is considered an ally), but in less friendly climates, it might simply be an empty charge, meant solely to negate buffs.  Mandatory buffs are very expensive settlement features and are rarely found protecting a merchant's shop (except for the most prestigious and wealthy; and they might employ a charge that inflicts 'mellow' to facilitate sales; this is highly illegal in most places, but that doesn't mean it doesn't happen).
* a lot of settlement abilities and magic should be tied to the remnant system.  Furthermore, we should allow players to 'buy' buffs from a settlement in exchange for remnants. Remnants can never be exchanged for gold, only services or buffs, regardless of which system they are used in.
* settlements should also use a currency along the lines of food (in Japan, a 'kiko' was enough rice to feed 1 person for a year, for example).  This currency is also not equatable to gold, only usable for improving a settlement.  Some settlement functions output food, while others cost it. (Replaces the 'gold bars' system from Birthright)

Revision as of 14:46, 19 December 2018

Re-scale gold limits, DC's and other elements

Add in non-settlement Merchants (predefine several and allow DM's to add more)

settlement stuff

  • economy - how much trade, how strong the guilds are, how self-sufficient the town is
  • civics - presence of guards, ease of obeying rules, how common is crime?
  • morality - fairness of rules, expectations of bribery, bigotry/racism
  • lore - availability of libraries, how chatty the public is
  • alignment - friendliness, trustworthiness, willingness to help, community support


  • government type
  • autocracy


  • 'drinking' leads to a condition stack, some of which are actually useful. this opens the idea of 'buff stations' in settlements, bars for drinks, back alleys for chicanery, pugilariums for fighting, libraries for smarts, temples for devoutness, etc. scaling of these things? ties into social events, festivals (Hale Winter, etc), formal balls, tavern parties, weddings, funerals, etc.
  • settlements (or locations within settlements) may lay a mandatory charge, overwriting any buffs the character may already have. In some cases, this is the town buff (assuming the target character is considered an ally), but in less friendly climates, it might simply be an empty charge, meant solely to negate buffs. Mandatory buffs are very expensive settlement features and are rarely found protecting a merchant's shop (except for the most prestigious and wealthy; and they might employ a charge that inflicts 'mellow' to facilitate sales; this is highly illegal in most places, but that doesn't mean it doesn't happen).
  • a lot of settlement abilities and magic should be tied to the remnant system. Furthermore, we should allow players to 'buy' buffs from a settlement in exchange for remnants. Remnants can never be exchanged for gold, only services or buffs, regardless of which system they are used in.
  • settlements should also use a currency along the lines of food (in Japan, a 'kiko' was enough rice to feed 1 person for a year, for example). This currency is also not equatable to gold, only usable for improving a settlement. Some settlement functions output food, while others cost it. (Replaces the 'gold bars' system from Birthright)