The venturer from the Player's Companion has that one signature ability which is so good that it's basically mandatory to have a venturer in the party: the ability to raise market class by one. This works out to about 2.5 times as much stuff available to buy, or twice as many buyers for your treasure.
This is about the only thing venturer has going for it, and it's sort of a henchman-tier class other than that. One solution I've tried is to put that market increasing ability on a fighter chassis, the varangian. This worked OK. It was still sort of a hench-tier class but it was a hench that you would take adventuring rather than just leaving in town, and if your PC died it was one that wouldn't be too bad to play.
Thinking further on it, I think I don't really like the market class increasing ability. It's an interesting idea but it's too big a hammer.
In parallel, there are all these general proficiencies in ACKS that just don't get taken because they aren't any good. They're the usual suspects: Craft, Profession, Art, Performance. It's not surprising - why would you take Profession(Restauranteur) when you could take something that will keep you alive and help you reach name level?
I suspect you see where I'm going with this. So, the half-baked proposal:
If you take a Day Job proficiency and spend a month gainfully employed in a particular market, in addition to earning the month's wages, you treat the market class as one better (to a minimum of class I) for the rest of the year, for items produced by / related to that proficiency, including selling related magic items.
Here's a table:
Proficiency | Monthly wage (gp) | Goods and services |
Animal Husbandry | 10 | Draft and riding animals, livestock |
Alchemy 2 | 50 | Oil, healing herbs, alchemists |
Alchemy 3 | 250 | Potions |
Animal Training | 25 | War and hunting dogs, hawks, warhorses, animal trainers |
Art | 10 | Jewelry and other art objects |
Craft Armorer | 10 | Armor, shields, and barding, armorers |
Craft Bowyer | 10 | Bows and crossbows, armorers |
Craft Jeweler | 10 | Gems and jewelry |
Craft Leatherworker | 10 | Light armor, saddles, armorers |
Craft Shipwright | 10 | Ships and mariners |
Craft Weaponsmith | 10 | Non-bow weapons, armorers |
Dwarven Brewing | 25 | Dwarven mercenaries, oil |
Engineering | 25 | Engineers |
Gambling | 1d6 | Ruffians (carousers, footpads, and thugs) |
Healing | 25 | Healers |
Labor | 3d4 | Carts, wagons, draft animals, non-dog livestock, and porters (L0 henchmen) |
Manual of Arms 1 | 30 | Light infantry and archers |
Manual of Arms 1 + Riding | 60 | Light cavalry and horse archers |
Manual of Arms 2 | 60 | Heavy infantry and longbowmen |
Manual of Arms 2 + Riding | 120 | Heavy cavalry and cataphracts |
Performance | 10 | Ruffians (carousers and reciters), instruments |
Profession Chamberlain or Steward | 25 | Ruffians (reciters and spies), quartermasters |
Profession Lawyer | 25 | Ruffians (footpads and thugs), attorneys |
Profession Merchant | 25 | Trade goods |
Profession Restaurateur | 25 | Rations, livestock for eating, ruffians (carousers), quartermasters, monster parts? |
Profession Scribe or Librarian | 25 | Scrolls, books, sages |
Seafaring | 6 | Ships and mariners |
Siege Engineering | 25 | Siege weapons, artillerists, siege engineers |
Notable things that aren't on this table: spellcasting services. Theology and Collegiate Wizardry aren't really jobs, but if you made them jobs then I could see adding this to them and then maybe people would take them (or you could use
Last Rites). I'm also not a huge fan of improving the availability of spellcasting, because my players already used to complaint that RL&L was too available.
Healing Herbs aren't more available if you work as a healer. Healing is already a great proficiency and doesn't need the help, and it's too natural a synergy. Alchemy 2 notes that you can work as an apothecary, which means you know where to get the raw materials, whereas the doctor isn't necessarily the guy doing the procurement.
In general I am leery of making it too easy to improve the availability of military oil and healing herbs - these are two of the items where the market rules matter between 2nd and 4th level, when you've upgraded out of your template gear to plate and a real weapon but you still want these "expensive" consumables for the dungeon (but before you start worrying about mercenaries and mounts and selling magic items).
One potential implication of this system that I'm not sure about is that hirelings / specialists have the relevant proficiencies, and do indeed work in the market. So that could be sort of a backdoor to just increasing market class for everything by one. A reasonable solution to this, though, might be that if they're working for you on retainer, you're their sole employer and they're not doing business on the side. Another is that hirelings aren't as engaged with their employers' interests as henchmen ("damnit Jim, I'm a blacksmith, not some sort of wheeler-dealer"), so if you want to push them outside their expertise, you have to recruit them all the way, and if you want to burn a henchman slot on increasing market class for a particular good in a particular market, well alright, that sounds fair. A third is to just let it roll, you want to spend some amount of money monthly to boost market class for certain items, OK, fine, that's gameplay and choices about resource allocation instead of having a one-stop venturer solution for all your market class needs.
And then ban venturer. Eveybody can be a little bit venturer, but nobody has to be 100% venturer (or burn a henchman slot thereon).
(I guess the henchmen and hirelings thing does suggest another possibility - spend a henchman slot and some amount of money to cultivate a network in a particular market. It's like having a venturer henchman, without having to have a venturer henchman)
You could dilute the ability too. Instead of an across the board market increase, it only applies to a single merchandise category per week.
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