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  1. #1
    DURKS95@aol.co
    Guest

    New Domain action

    In response to most people losing 4.5% of thier investment. Investing in a
    new business is risky, it should be harder to succeed than to fail.

  2. #2
    Krazy Kat
    Guest

    New Domain action

    On Thu, 12 Jun 1997, L. Willett wrote:
    >
    > Well some quick math would tell an invester that on average, for each roll
    > made, they would lose 4.5% of their funds.
    > You might want to reconfigure your table.....
    >
    Sounds realistic, even optomistic to me. :)
    - -Ken

  3. #3
    Gregoire Alexandre Segui
    Guest

    New Domain action

    >> Well some quick math would tell an invester that on average, for each roll
    >> made, they would lose 4.5% of their funds.
    >> You might want to reconfigure your table.....
    >>
    >Sounds realistic, even optomistic to me. :)

    Mabe I misunderstood? on a 1, he looses the entire business, hence the
    chance to make further money? The chances are then more than 4.5% of failure.

  4. #4
    cmurphy@staterail.nsw.go
    Guest

    New Domain action

    mhale wrote:
    >
    > In reaction to some of my players having problems getting income I created
    > a new domain action called "Create business"
    >
    > This action simply allows a regent to invest money in a business in his
    > realm (Or begin one from scratch). The business is limited by the regents
    > non-weapon proficiencies or one of his henchmen.
    >
    > The business costs whatever the regent decides to invest and will return,
    > once it is built an amount or percentage based on a random role.
    >
    > On a d10
    >
    > 1 Loose money entirely
    > 2 Loose part of investment -25%
    > 3 Loose part of investment -10%
    > 4-6 No profit
    > 7-8 Marginal Success +10%
    > 9 Good Success +20%
    > 10 roaring success +50%
    >
    > Building of a business proceeds as per the build rules for any normal build
    > action. No rolls on the table above are made until the build is complete.
    >
    > For example:
    >
    > A regent (With the forester proficiency) decides he/she wants to build a
    > lumber mill as a business, he/she spends 10Gb. After checking for the
    > success of the build action he/she rolls to see how far building progresses
    > for the turn(1d6). He/She manages to complete 5Gb's of the construction.
    > The following turn he/she rolls another 5 and thus completes the building.
    > On the following turn he/she makes the first roll on the random table. The
    > regent rolls an 8 which means that a marginal success was achieved of 10%
    > on the value of the business. (In this case the regent claims 1 Gb)
    >
    > Other possiblities include adding investments which are of greater risk or
    > lesser risk - Someone else might want to creat these.
    >
    > Any comments?, do you think this is too powerful?, perhaps this kind of
    > investment should be limited to non-thief classes?. (As they already have
    > great ways to make money)
    >
    > cheers,
    >
    > Martin Hale
    > mhale@TPGI.com.au
    >
    > ************************************************** *************************
    > > 'unsubscribe birthright' as the body of the message.
    This is all covered under Guilds - they aren't just dens of thieves or
    counting houses, they can be lumber camps, cattle ranches, whatever you
    decide you want them to be. If you wanted to create a new action for
    gaining more money, you may want to make up something like and
    INVESTMENT action where various whackos come to the PC with get rich
    quick schemes. The action would allow the PC to invest an amount of Gold
    in the venture & the success roll would determine the return on his
    money.

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