The D&D Dungeon Masters Guide is out now, and it’s a very cool resource filled with lots of new rules for treasure, magic items, world building, new downtime activities, and optional rules! Also, my name is in the play-tester credits, so that’s pretty fun :).
Redkat's 5E D&D Tools. Welcome to the new-and-improved D&D tools page! This is the new home of my 5th ed. Treasure generator, as well as other random tools I put together out of whimsy and DM utility. Gigantic City (with 8d4 districts, 10d4 streets, 10d6 people) Large City (with 4d4 districts, 8d4 streets, 8d6 people) Medium City (with 2d4 districts, 4d4 streets, 6d6 people). 5e DMG: Every D&D city should be a metropolis » 5e Dungeon Masters Guide: The Paradoxical Economy of D&D The D&D Dungeon Masters Guide is out now, and it’s a very cool resource filled with lots of new rules for treasure, magic items, world building, new downtime activities, and optional rules! In a typical campaign, characters aren’t driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.
Anyway, instead of doing something ridiculous, like review an entire book, I’d like to focus on one specific element I found interesting, the rules for running a business during your downtime!
The idea of running a business and making extra money during downtime is pretty appealing. It’s a great way to engage with the campaign world, a fun “simulationist” way to make money, and it opens up some cool adventure hooks for the DM. For example, maybe some mysterious cloaked figures show up at your Inn, clearly wounded and seeking shelter for the night, OR maybe a group of bumbling first level adventures meet up for the first time, planning a raid on a dragon lair that will surely result in their deaths!
However, running a business is a tricky mechanic to get right. You probably don’t want it to be TOO profitable, or else your PCs will be scratching their heads, wondering why they ever go on adventures. Conversely, if it doesn’t really make you any money, why even bother? Sure, running an Inn sounds cool, but if it’s not profitable, maybe you’re better off spending your character’s time elsewhere.
The folks at Wizards of the Coast gave running a business a decent shot that may work for casual play, but unfortunately it suffers from a few serious flaws when you dig into it:
With all that in mind, I put together the following house rules:
If you crunch the numbers on these house rules, you’ll find that, absent any other factors, all businesses are profitable even without direct management. A farm makes about 1GP a week on average absent any management, and a rural Inn makes between 15-20GP a week on average. Of course, one wrong turn can send a business spiraling into the red. A single -10 modifier from an unpaid debt or unfortunate turn of events (perhaps goblins are attacking nearby trade routes) will turn a marginally profitable business into an unprofitable one, so PCs must remain vigilant to protect against any threats that arise through the course of play (or the DM’s whim).
If PCs are buying their businesses outright instead of, say, inheriting an Inn, they’ll find that absent direct management, they’ll recoup their investment within 4-5 years, which feels about right and isn’t too far from what you’d expect running a 7-11 in the real world! If they run the business non-stop or secure bonuses in other ways (such as lucrative trade deals), they can easily cut this time in half. In D&D terms, this may seem rather slow, but hey, there is SOME prestige to owning your own Inn or Trade-post, and you can always sell the property at a later date to get your money back (assuming you can find a buyer).
These rules can also be applied to running a barony or even an entire kingdom. As long as the manors and castles the PCs build or acquire come with the lands and rights to taxation appropriate to their station, you can factor in their upkeep and treat them like running any other business. Obviously, this doesn’t mean the PCs can spend 500K GP to build a palace in the wilderness and suddenly expect to start raking in the cash, but if the PCs are granted land or spend much of the campaign carving out their own little kingdom, I think it would be quite appropriate and a lot of fun. Bonuses and penalties to rolls take on a new meaning at this scale; suddenly a -10 negative represents a blight across the land or a war with a powerful kingdom that is taking its toll on the populace. A +10 bonus might represent a recent discovery of gold in mountains within the kingdom’s domain or a recent trade agreement with an exotic and faraway land.
This system is quite abstract, but I think it gives most DMs and Players the flexibility they need to fit it to a variety of different businesses and situations, including plenty of room for game events and PC actions to affect the development of the business. It’s also quite easy to manage, requiring one roll per game week and keeping track of a handful of modifiers (at most) and the current profit or debt of the business. I’m really excited to try it out in my campaign. I’d love to hear how it works for you, dear reader!
These tables are intended as a general reference and guidelineregarding what a party of adventurers might get on the openmarket for an item if they worked at it. The main purpose for thispage is to provide data for discussion of in-party pricing of magicitems when loot is distributed.
As there are no prices assigned to magic items in Second EditionAD&D, the prices on this page were arrived at by using1st Ed. DMG prices whenever possible, using 1stEd. Unearthed Arcana prices when the DMG didn't cover the item, usingHackMaster (4th Ed.) prices when neither AD&D sourceprovided a price and finally making something that seemed reasonableup in the few cases when none of those sources sufficed. Then theresults were adjusted where necessary to fit the economics of the gameworld.
Note that this is not the source I refer to for prices, andcertainly not what I refer to for the selection of magic items for mycampaign. I make use of a considerably larger, more customizedversion of this page - its evolutionary descendant, if you will. Thatversion contains far too many Things YouDon't Want To Know (the whole Miscellaneous Magic: Sausagestable, for example) to be used here. Suffice it to say that this pagemirrors that one wherever possible and should be sufficient for partyuse.
Table 88:
Magical Items
Oncethe general category is determined, the DM can choose a specific itemfrom the tables below. (Each item on the tables is given a die rollnumber so that the DM can select items randomly, if he chooses.) Sometables have several subtables. Each subtable has a range of numbersin parentheses at the top. To select the appropriate subtable, checkthe die listed after the table's title. Roll the listed die and findthe result in the number range at the top of one of the subtables.This is the subtable you read to determine which item in the list hasbeen found.
Forexample, the Potions and Oils table has '(D6)' after the title.That means you roll a 6-sided die to determine which Subtable (A, B,or C) to read. If you roll a 2, for example, you check subtable A(which has '1-2' at the top); if you roll a 6, you readsubtable C (which has '5-6' at the top). Roll 1d20 on theappropriate subtable to determine the specific item found. Then turnto the descriptions following the tables to find out what each itemdoes.
Potions and Oils (D6)
Subtable A (1-2)
5e Dmg Loot Table
Subtable B (3-4)
Subtable C (5-6)
* The type of creature affected can be determined by die roll (seethe specific item description for more information).
** The DM shouldn't reveal the exact nature of the potion.
Scrolls (D6)
Subtable A (1-4)
* See 'Scrolls' in Appendix 3 to determine whether apriest scroll or a wizard scroll is found.
** Level Range lists the range of spell levels on the scroll.Ranges marked with double asterisks (**) are used to determine priestspells.
Experience Point Value:
The XP Value (experience point value) for spell scrolls is equal tothe total spell levels contained on the scroll x 100.
Gold Piece Sale Value:
Any scroll can be sold in the 'open market' for 300gp times itstotal spell levels or 5 times its XP value.
Subtable B (5-6)
Rings (D6)
Subtable A (1-4)
Subtable B (5-6) Download sierra mac.
*The power of these rings is limited by the number of charges.
** per +1 of protection (XP only)
Rods
Staves
* per +1 of power
** per charge
Wands
Miscellaneous Magic: Books, Librams, Manuals, Tomes
Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)
Subtable A (1-3)
Subtable B (4-6)
* Per level
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** Per die of damage
*** Per special bead
**** See item description
Miscellaneous Magic: Cloaks and Robes
* Per plus
Miscellaneous Magic: Boots, Bracers, Gloves
* Per AC of protection less than 10
Miscellaneous Magic: Girdles, Hats, Helms
Miscellaneous Magic: Bags, Bottles, Pouches, Containers
* See item description
Miscellaneous Magic: Candles, Dusts, Ointments, Incense, and Stones
* Per stone or pot of pigment
** This item is optional and should not be given unless the arquebus isallowed in the campaign.
Miscellaneous Magic: Household Items and Tools
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Miscellaneous Magic: Musical Instruments
* Only if used by character of appropriate class.
Miscellaneous Magic: The Weird Stuff (D6)
Subtable A (1-3)
Subtable B 4-6
* Per Hit Die of the figurine.
Todetermine the magical item found, roll for the type of armor on Table105 and then the magical adjustment on Table 106. If a Special armoris found, roll for the type on Table 107.
Armor Type
* Field Plate and Full Plate are priced on the following table:
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Armor Class Adjustment
Special Armors
* No experience points are gained, regardless of the amount ofadditional AC protection the item provides.
Todetermine the type of magical weapon found, roll once on Table 108for a weapon type. Then roll on Table 109 to determine the plus (orminus) of the weapon. If a Special result is rolled, roll on Table110 to determine the exact weapon found. A range of numbers inparentheses is the number of items found.
Weapon Type (D6)
* See item description.
Attack Roll Adjustment
* Bows, crossbows, and slings have permanent enchantments and arepriced as melee weapons.
If the max damage for a weapon is below 4, reduce the price by 60%,otherwise, if the max damage is below 6, reduce the price by 30%. Ifthe min damage for a weapon is above 1, increase the price by 25%. Ifthe max damage for a weapon is above 8, increase the price by 35%.
Special Weapons (D10)
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Subtable A (1-3)
* See item description
Subtable B (4-6)
5e Dmg Loot Tables And Table
* See item description
Subtable C (7-9)
5e Dmg Loot Tables For Sale
Subtable D (10)
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