Official rulebooks include (but are not limited to): “Any content within a Dungeons and Dragons game that cannot be found in an official rulebook.” Here’s the short definition of homebrew as it relates to Dungeons and Dragons (also known as D&D): It’s hard enough understanding the rules as written! (These are also known as RAW.) So what exactly does homebrew mean, and what exactly does a D&D 5e homebrew look like? Find out in this beginner’s guide. It can be hard for beginners to understand. “Would you want to play this homebrew class?”Įxperienced Dungeons and Dragons players throw around the term “homebrew” all the time. If you purchase something through this page, Cats and Dice may earn a share of sales from the link. Hurm.Hey there! This website does contain affiliate links. I think it needs to be more story facing, and less simulationist. On the DM's side, the Crew/Officers/Capital should be used to calculate a reasonable Yield.Įach month you should roll for Capital Damage (wear and tear), Crew and Officer loss (death or quitting), and a Venture roll. could include getting blessed items)Ī given Venture has a Capital, Crew, Officer and Yield properties. ** A Shrine converts gold into piety (which. ** Wizard's lab converts gold into magical research (including items) ** Frontier keep converts gold into settlement capital Some Ventures convert gold into something else:.16+: Acceptable hire, nat 20: Exceptional hire, gain +1 officer proficiency. 1-5: None found, 6-15: Inferior, can hire but Officers lose 1 skill point if you do (nobody is found if your officer skill is currently at 0). An officer can spend a week recruiting another officer roll 1d20+officer proficiency.Base number is what is required to run the Venture every officer you are short (dedicated to something else) gives a -1 penalty to Venture rolls.They have a collective skill that varies from 0 to 6.Each Officer dedicated to replacing Crew can recruit 1d8 Crew per week.Every 10% over or under crewed gives a -1 penalty to Venture rolls.Repairing damage requires officers dedicated to repair.Each point of damage gives you a -1 penalty to your Venture roll.The bad event for Capital is it takes damage.I think the stats should be knobs that the DM can turn to describe the Venture. I, for one, would appreciate simple rules that let me generate a reasonable set of events occurring in the Venture. Having Venture of some kind, be it a sailing ship (or airship!), a castle, a tavern, a church, or a thieves merchants guild or whatever, is a pretty classic D&D thing. So each 1000 gp in assets you should earn +10 gp/month in cash flow and suffer 100 gp/year in "damage" to assets on average. Quality is a secret fact the PCs do not have direct access to.Īssets: value in 1000s of gp, damage (damage is semi-secret)Ī ROI in the range of 2%/year with positive cash flow in the 12% range is reasonable.ġ2% cash flow is 1% of assets/month. Some ventures should be riskier, with more ups and downs. The business should suffer wear and tear on the capital and generate an operating profit. Maintenance should include the cost of the workers.Ī "damage" stat that represents wear and tear on the capital might be good.Ī "treasury" of liquid assets or easy to sell goods might be a good stat to have. Each skilled worker is 60 gp/month or 200 gp/quarter. Your stewards of skilled workers can have the same two numbers as well. Each unskilled worker is 6 gp/month or 20 gp/quarter. Your crew of unskilled workers should have two numbers quality and count. It does place somewhat of a "floor" on how bad a non-burnt-down building can be. The maintenance or supply costs is only somewhat useful. It can take damage instead of causing direct costs. Having "number of unskilled" and "number of skilled" workers is useful information.Ī measure of the current "capital" or "assets" stuff the business has is also useful. So the maintenance doesn't include the cost of the workers? That is awkward. A skilled hireling costs 60 gp/month (2 gp/day), an unskilled 6 gp/month.
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