Tips: 0.00 INK
by Eyeris on Tue Apr 24, 2012 11:18 am
Interesting, That is an era I don't know much about.
Hmm... This is just my brainstorm for numbers... the numbers should be tweaked for economic purposes. Warning, I'm not typically a number-cruncher. Also not sure what kind of dice you wanna use. ^^;;
Lets say that business success can be equated to $$moneymoney$$
Experience and skill level could be the 'base stat' for all professions.
For crafts-persons (not sure if this is appropriate to your era or not, but skill level is always a factor in quality of works produced) Apprentice/Intern (making zero or negative dollars) Novice (breaking even) Journeyman (in the green but still learning) Master (making much more money by owning their own property/workshop also collecting money from work done by journeymen and apprentices under them), and super-master (their work is highly expensive and sought-after, may own several workshops)
So you can perhaps set that 'base' as a numerical stat, that equates to a base income per week (or year... or month or whatever you would like). Players can can use XP to 'level up' their professional status (for IG realism, they may represent the 'level up' by spending IG cash for better equipment, buying a shop, etc. The IG cost of the 'promotion' can increase with the level)
0 (apprentice) = $0 (per week)
1 (novice) = $10 (or whatever Sumerian money system ye may be using.)
2 = $20
3 (reaches journeyman status) = $50
4 = $100
5 = $400
6 = $800
7 (Master status) = $1000
8 = $10,000
9 =$100,000
10 = Super master! =$100000000000000000000000000000000000000000 +++
(note: I think it would be best to establish your min/max. Say you are using a D20 for your character building, make 20 epically rich (and decide how far that gets you ig) and 1 epically poor, then you can figure out how to fill in the middle. Even with d20 you can still make the increase exponential if your world has a large wealth-gap, or use a D100 for everything... @.@ does that make sense? lol)
I suppose for farmers and merchants you can find similar 'levels'. Farmers start as a farm hand, plowers, planter, overseer, harvester owner... To establish a 'level' You just got to decide how much everyone gets paid.
After you establish your base you can move on to random factors. You can treat these like bonuses and demerits.
To make things simple you can assume that the base-stat is around average conditions: Average expected weather, average amount of thieving, average worker laziness etc. Then each player has an equal risk of unusual bonuses and demerits that are either based around the plot, or just you rolling the dice, or whatever. We can also make the ethnocentric assumption that in the past the smaller cities and economies were more interdependent i.e. bad weather affected everyone's business not just farmers, because now everyone's food was messed up, therefore, everyone is less productive. (you can make certain bonuses or demerits affect certain 'classes' more directly if you would like)
Examples of bonuses:
You hired someone awesome! + 2 (translates IG to +$20)
Good crop yield (+5)
Awesome crop yield (+10)
Epic awesome yield (+1111100010100101)
Example of Demerits:
You hired someone awful! (-2) (translates IG to -$20)
Drought! (-10 and -15 for farmer professions)
Bandits on the loose! (-3)
(before I continue...) does this make sense? Or is anything like you are thinking or would work?
Money is already a number, it is not like other RP stats that are trying to describe abstract and physical non-numerical qualities. I think your idea will translate very well to dice.
Tip jar: the author of this post has received
0.00 INK
in return for their work.