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  • Armando
    replied
    Re: Important Notices

    Originally posted by Mezlo
    I'd feel more comfortable if we could put the number crunching in Armando's hands...
    No way a DM would leave his players in control of balancing the game.

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  • Mezlo
    replied
    Re: Important Notices

    Originally posted by Yygdrasil View Post
    It's a process that requires me to do a lot of number crunching and tweaking...
    I'd feel more comfortable if we could put the number crunching in Armando's hands...

    Leave a comment:


  • Yygdrasil
    replied
    Re: Important Notices

    I'm working on something at the moment that may well interest many of you. It's a process that requires me to do a lot of number crunching and tweaking... but I think you'll be interested in the result. More to come later today.

    - - - Updated - - -

    Building Costs / City Management / Army Assembling

    Building Costs (Build your own)

    Floors
    - Dirt (1gp/sqft)
    - Rough Stone (2gp/sqft)
    - Rough Wood (3gp/sqft)
    - Smooth Stone (5gp/sqft)
    - Wood Polished (10gp/sqft)
    - Tile (15gp/sqft)

    Walls
    - Clay (2gp/sqft)
    - Wood (5gp/sqft)
    - Stone (10gp/sqft)
    - Brick (15gp/sqft)

    Ceilings
    - Grass (10sp/sqft)
    - Wood (50sp/sqft)
    - Tiled (1gp/sqft)

    Furnishings

    Basic
    - Castle (50,000gp)
    - Keep (45,000gp)
    - Mansion (25,000gp)
    - Manor (5,000gp)
    - Home (500gp)
    - Shack (100gp)

    Modest
    - Castle (100,000gp)
    - Keep (75,000gp)
    - Mansion (50,000gp)
    - Manor (10,000gp)
    - Home (1,000gp)
    - Shack (250gp)

    Well-to-do
    - Castle (175,000gp)
    - Keep (125,000gp)
    - Mansion (75,000gp)
    - Manor (15,000gp)
    - Home (1,500gp)
    - Shack 350gp)

    Extravagant
    - Castle (250,000gp)
    - Keep (175,000gp)
    - Mansion (100,000gp)
    - Manor (20,000gp)
    - Home (2,000gp)
    - Shack (500gp)


    Pre-Fab

    Castle
    - 1,000,000gp (Fully Furnished)
    - 750,000gp (Unfurnished)
    - 7,500gp/month maintenance

    Keep
    - 500,000gp (Fully Furnished)
    - 325,000gp (Unfurnished)
    - 3,250gp/month maintenance

    Mansion
    - 250,000gp (Fully Furnished)
    - 150,000gp (Unfurnished)
    - 1,500gp/month maintenance

    Manor
    - 50,000gp (Fully Furnished)
    -30,000gp (Unfurnished)
    - 300gp/month maintenance

    Home
    - 5,000gp (Fully Furnished)
    - 3,000gp (Unfurnished)
    - 30gp/month maintenance

    Shack
    - 1,000gp (Fully Furnished)
    - 500gp (Unfurnished)
    - 5gp/month maintenance



    Labor

    *There are 8 types of labor that the PCs can contract the services of, or permanently employ. These labor divisions are: Carpenter, Mason, Farmer/Culinary, Armorer, Fletcher, Tanner, Smith and Alchemist.

    Basic Hireling
    - Contract: 5gp/Hireling/day
    - Employ: 1sp/day + Housing

    Apprentice
    - Contract: 15gp/Apprentice/day
    - Employ: 25sp/day + Housing


    Journeyman
    - Contract: 30gp/Journeyman/day
    - Employ: 1gp/day + Housing

    Master
    - Contract: 50gp/Master/day
    - Employ: 5gp/day + Housing


    *The more skilled the labor, the faster their production. Additionally, depending on the complexity of the project, certain varieties of labor will be incapable of production without the assistance of a more skilled tradesman.

    - A basic shack requires only 1 Hirelings to complete. Adding more only serves to speed up the process.

    - A Home requires at least 3 Hirelings to complete. Adding more only serves to speed up the process.

    - A Manor requires at least 1 Journeyman, 3 Apprentices and 5 Hirelings to complete.

    - A Mansion requires at least 2 Journeyman, 6 Apprentices and 10 Hirelings to complete.

    - A Keep requires at least 1 Master Craftsman, 3 Journeymen, 5 Apprentices and 7 Hirelings to complete.

    - A Castle requires at least 3 Master Craftsmen, 9 Journeymen, 15 Apprentices and 25 Hirelings to complete.


    Armed Forces

    *Armed forces, much like laborers, can be contracted for a time or hired on permanently. Understandably, a barracks large enough to for the forces to reside in must be available for any units you intend to employ.

    *With the rare exception of specialists, the units available to the PCs are restricted to the following:

    Soldier (Trained with Pike and basic Short Sword)
    - Contract: 1gp/Soldier/day
    - Employ: 25sp/day + Housing

    Swordsman (Trained in all manor of swordsmanship barring exotic blades)
    - Contract: 5/Swordsman/day
    - Employ: 1gp/day + Housing

    Archer (Trained in Bow and Crossbow)
    - Contract: 7/Archer/day
    - Employ: 2gp/day + Housing

    Knight (Clad in Heavy Armor and trained in mounted combat)
    - Contract: 10/Knight/day
    - Employ: 4gp/day + Housing

    Cleric (Trained in Healing Magic and the native spells of their chosen deity)
    - Contract: 15/Cleric/day
    - Employ: 7gp/day + Housing

    Wizard (Trained in their chosen school of magic EXCLUSIVELY)
    - Contract: 25/Wizard/day
    - Employ: 10gp/day + Housing

    Agent (Trained in subterfuge and information acquisition)
    - Contract: 50/Agent/day
    - Employ: 15gp/day + Housing

    - - - Updated - - -

    I'll be adding the following some time soon:

    - City Managment.
    - A list of skills, feats and levels associated with each of the Armed Forces.
    - Projected production times of each variety of housing
    - Transportation: Wagons, Boats, Carts and Personal Vehicles.
    - Livestock cost and maintenance cost.
    Last edited by Yygdrasil; 04-11-2013, 10:19 AM.

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  • Yygdrasil
    replied
    Re: Important Notices

    18. Painting my toenails?

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  • Jarre
    replied
    Re: Important Notices

    17. Picking his nose.

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  • Yygdrasil
    replied
    Re: Important Notices

    16. Picking Daisies

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  • cidbahamut
    replied
    Re: Important Notices

    15. Frolicking

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  • Yygdrasil
    replied
    Re: Important Notices

    14. Skipping Rope

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  • Firewind
    replied
    Re: Important Notices

    13. Working out a way to punish everyone for this in the next session.

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  • cidbahamut
    replied
    Re: Important Notices

    12. Handing out infractions for cross thread shenanigans.

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  • Firewind
    replied
    Re: Important Notices

    11. Wondering if this will spill over into a third thread.

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  • Yygdrasil
    replied
    Re: Important Notices

    Originally posted by cidbahamut View Post
    I think it was more a dig at Yyg than actual confusion on Mezlo's part, but I could be mistaken.
    I second that. Still funny.

    - - - Updated - - -

    10. Continue correcting Firewind.

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  • Firewind
    replied
    Re: Important Notices

    I'm not sure if he's seen the whole thing and I wanted an excuse to watch it myself so...

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  • cidbahamut
    replied
    Re: Important Notices

    I think it was more a dig at Yyg than actual confusion on Mezlo's part, but I could be mistaken.

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  • Firewind
    replied
    Re: Important Notices

    Originally posted by Mezlo View Post
    out of all the responses, this one perplexes me the most...

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