lukelightning said:There are no rules for professions or crafting.
Personally I'd just treat it as backstory; how does he intend to run a business while adventuring? Take time off while the rest of the party kills things and takes their stuff? Force the rest of the party to sit around idle while he tries to find buyers for a box of katars?
Besides, the income would be negligible compared to treasure.
lukelightning said:There are no rules for professions or crafting.
Personally I'd just treat it as backstory; how does he intend to run a business while adventuring? Take time off while the rest of the party kills things and takes their stuff? Force the rest of the party to sit around idle while he tries to find buyers for a box of katars?
Besides, the income would be negligible compared to treasure.
Celebrim said:Byronic: Mostly, you're going to have handle a merchant campaign the same way you always have - via role play. The rules that could help you where never particularly robust (and generally in Dragon, not core books), and they are generally even weaker in 4e.
4e's skill system is geared toward dungeoneering and its skills are abit overly broad for my taste, but you should still be able to get some servicable haggling skills out of things like diplomacy, insight, bluff, etc. for when you want to have skill checks. Other than that, you are on your own. That's not all bad. It puts the emphasis on the role play, not on the roll play.
If you expect somewhat of a focus in your game, you should probably consider creating adventures where the Merchant secures trade partners. In this process, he can make more money selling items then usually assumed by RAW.Byronic said:I have a player who plans to make an exotic weapon merchant in a campaign I'm planning.
How would you handle such a thing in your 4.0 chronicle with the new rules?
Byronic said:Now, 4th edition philosophy is that things should be fun. However, while this is fun it is not supported. In fact it seems to go against the spirit if not the rule of parcels and the sell at 20% rule.
So I'm wondering what other people are doing in their game with this kind of situation.
Celebrim said:One of my biggest problems with 4e is that the designers have decided on what they think is fun and chosen not to support anything else.
Cadfan said:Don't tell your player this. But I'd just work the money he's earning from the business right into the expected earnings of the party from adventuring. I'd also work the business he's running into the adventures of the party in the same way.