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Dmg 5e Governments

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Dec 18, 2014  Everyone seems to be ga-ga over the 5E DMG and I seriously don't get it. I mean, it doesn't suck, but I don't understand all the gushing reviews. I do like the fact that is has bits and pieces all together: a mini-manual of the planes, info on things like poisons and traps, governments.

The 5e DMG has a short section on 'handling mobs:' it has a chart for approximating, out of a group of attacking monsters, how many monsters hit.

It's pretty simple: subtract attacker's hit bonus from the target's AC. Cross-index that number on the chart. If the number is 1-5, all the attackers hit; if it's 6-12, 1/2 of them hit; etc., up to 1 in 20 of the attackers hitting on a 20.

I ran a big set-piece battle yesterday: 8 mid-level PCs and 10 gnomes against 20+ drow and other assorted creatures, including a drow spider chariot and a sinister angel. With a wizard and a sorcerer PC and two drow wizards, all slinging fireballs, the mob attacks weren't much of a factor. With all those fireballs, what I COULD have used was rules for mob saving throws.

If I'd thought about it, I'd have realized that the same chart can be used for saving throws. Instead of subtracting attack bonus from AC, subtract saving throw bonus from DC, and use the chart as normal. For instance, a fireball save DC of 15, minus the drow dex save (+2) is 13, which, according to the chart, means that 1/3 of the drow succeed on their saving throw (and probably survive with 1 or 2 HP left).

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In fact, this same chart can be used for ability/skill checks (how many orcs managed to climb the wall? DC minus skill bonus) or any other d20 roll.

To me, it seems this is all you need to run fairly simple battles with dozens or hundreds of creatures per side. The amount of HP tracking is not excessive: for instance, in this unit of 50 ogres, 24 have 15 damage and the other 25 have 30 damage. (For ease of bookkeeping, assume that melee attacks always target the most-damaged creature.)

You might also care about the base size of big units. I assumed that a close-packed formation of 10 Medium troops took up the size of one Large creature. I'd say that 25 troops are Huge and 50 are Gargantuan.

If we do any bigger-scale battles, I might find other rules that I need (after all, the Chain Mail rules are much longer than this blog post) but right now, this is looking pretty good for running big D&D skirmishes.

This table will be the baseline revenue generation for most businesses. Values may vary and are subject to DM.

You may be looking for strongholds?

Type of BusinessBuilding CostDaily UpkeepIncomeSkilled Hirelings NeededUnskilled Hirelings Needed
Abbey50,000gp50gp500gp525
Farm1,500gp5 gp500gp12
Guildhall, town or city5,000gp2000gp35 gp53
Gambling Hall, small5,000gp2500gp25 gp21
Inn/Tavern, rural5,000gp20 gp350gp510
Inn/Tavern, Town or city2,500gp35 gp550gp15
Keep or small castle50,000gp100gp5000gpgp5050
Lodge, hunting5,000gp25 sp1500gp1-
Noble Estate25,000gp100 gp-315
Outpost or Fort15,000gp50 gp-2040
Palace or Large Castle500,000gp400 gp5000gp200100
Shop1,500gp15 gp100 gp1-
Temple, large50,000gp45 gp5000gp1010
Temple, small25,000gp20 gp2500gp2-
Tower, fortified15,000gp10 gp-10-
Trading post5,000gp55 gp250gp42

The cost includes everything it takes to maintain the property and keep things running smoothly, including the salaries of hirelings. If the property earns money that can offset maintenance costs (by charging fees, collecting tithes or donations, or selling goods), that is taken into account in the table.

Dmg 5e Governments
Dmg 5e Governments

Every week, you make a roll to see how much money your business makes (or loses). You make this roll regardless of whether you are spending your downtime running the business or not. One of the NPCs on your staff is assumed to be managing the business if your PC is not available. The DM may elect to make this roll in secret and inform you of the results when you return from adventuring. Absent other factors, the DM determines how trustworthy the NPC is, so PCs are advised to hire NPCs they already trust to run their business for them to avoid embezzlement.

since businesses make a roll every week, you are multiplying your upkeep times 7
RollOutcome
1-10You must cover the upkeep yourself - if you spend a week without covering these costs your business may close down
11-50You cover your upkeep and make 0% of your income each day in profits
51-60You cover your upkeep and make 25% of your income each day in profits
61-80You cover your upkeep and make 50% of your income each day in profits
81-90You cover your upkeep and make 100% of your income each day in profits.
91+You cover your upkeep and make 200% of your income each day in profits.

If you spend a week of downtime running your business, you get a +10 bonus on your roll that week. Dmg 04. If you only spend a few days running the business during the week, you get a +1% bonus for every day you spent running the business (so it's much more efficient to dedicate an entire week).

Governments In The Dmg 5e

If you roll poorly and are required to pay upkeep but elect not to do so, subsequent rolls take a -10 penalty until you pay your debt. This effect is cumulative, so if you fail to pay your upkeep two times, you take a -20 on the roll, and so on. A PC may elect to leave funds behind to pay their debts if the business loses money while they are away; again if the NPC managing your business is not trustworthy, the DM may determine that they abscond with the money (tracking down an unscrupulous NPC could be an adventure in itself!).

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The DM may grant other temporary or permanent bonuses or penalties to these rolls as makes sense for the story. For example, perhaps one week there is an important festival in the town, and so the DM grants a +10 bonus. Or maybe a plague hits the town, and so the DM gives a -10 penalty. Alternatively, if an important rival is eliminated or a lucrative trade deal is established, the DM may grant a +5 or +10 bonus to rolls as long as that bonus remains in effect (which could be indefinitely). Soundrecordermac dmg.





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