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    # 貿易與經商 參考來源:https://www.gmbinder.com/share/-MVmoDESXqe7_0A9ydHt 有些人認為他們沒有理由在穿越城市時時不賺點錢。 :::info 所有提及的"噸"為"美噸(short ton)",與"公噸(metric ton)"有所區別。 1 噸(ton) = 2,000 磅(lb) ::: ## 設置聚居地 當DM建立聚居地時,必須決定下面三項: **聚居地規模** 一個聚居地的規模取決於它的人口。通常,人口越大,出售或購買貨物的機會就越多。 **聚居地生活風格** 一個聚居地的生活風格決定了它買賣貨物的能力。擲骰決定該聚居地商家的最大交易量。 **盈餘和赤字** 貿易貨物主要分為三類,即原物料、產品、奢侈品。一個城市通常有一個類別的**盈餘**和另一個類別的**赤字**,這會影響購買與出售該貨物類別的難易程度。 ### 聚居地規模 | 規模 | 人口 | 規模調整值 | | :--: | :--: | :--: | | 鄉村 | 最多1,000人 | +1 | | 城鎮 | 最多6,000人 | +2 | | 城市 | 最多25,000人 | +3 | | 都城 | 50,000人以上 | +4 | 1. 規模:聚居地規模分類 2. 人口:聚居地的平均人口 3. 調整值:影響貿易時的交涉難度。 ### 聚居地生活風格 代表該聚居地大多數人的生活風格,具體內容請參考PHB的"生活風格"。 | 生活風格 | 最大交易量(噸) | |:--: | :--: | | 困苦 | 1d4 | | 貧窮 | 1d6 | | 簡樸 | 1d8 | | 舒適 | 1d10 | | 富裕 | 1d12 | ### 過剩和短缺 每個聚居地都有過剩和短缺的貨物。對於小型聚居地,隨著貿易商的來來去去,過剩和短缺的情況可能會每周發生變化,而較大的聚居地則可能長期不變。DM可以為每個類別的貨物分配到過剩、短缺和平衡。 在某些情況下,聚居地的某些貨物可能有複數的過剩或短缺,就像沙漠中的前哨基地非常需要食物和手工製品,但有過剩或平衡的礦產。 **過剩** 一個有過剩貨物的聚居地意味著向聚居地出售這類貨物更難。出售此類貨物的談判有劣勢,而購買這些貨物的談判有優勢。 **短缺** 一個貨物短缺的聚居地意味著更容易向聚居地出售該類別的貨物。出售此類貨物在談判上具有優勢,而購買這些貨物的談判具有劣勢。 **平衡** 聚居地的貨物數量維持平衡,買賣這種貨物並不困難或更容易。 ## 商家 指的是當天玩家在聚居地找到最適合貿易的NPC商人。當玩家在一個聚居地找到商家進行買賣時,他們必須根據聚居地情況進行魅力檢定,並簽訂貿易契約。 若玩家不喜歡貿易契約,可以放棄簽訂並且改天再尋找一次。 ### 貿易DC 貿易DC會根據聚居地的規模改變,玩家要與商家進行貿易時,他們必須進行以貿易DC進行魅力檢定。 **聚居地的貿易DC = 10 + (2 x 規模調整值) + 其他因素** 根據玩家成功與失敗,參考後方"貿易契約表"。 當骰到20時,價格直接翻倍,而骰到1時則代表突發意外,交易破局。 :::info 其他因素由DM決定,浮動範圍在1-10內。 ::: ### 購買貨物 當玩家想要購買貨物時,他們必須花費休整日 1 日在聚居地遊蕩並與當地人交談,尋找商家簽訂貿易契約。在一天結束時,DM擲骰子決定商家當天最大交易量(參考上表"聚居地生活風格")。然後,玩家使用魅力檢定對抗該聚居地的貿易DC,這會影響他們想要購買的貨物價格。 如果他們購買的是聚居地過剩的貨物,他們在這張貿易契約上具有優勢。如果他們購買的是聚居地短缺的貨物,則他們在這種貿易契約上處於劣勢。 ### 銷售貨物 當商家想要出售貨物時,他們必須花費休整日 1 日在聚居地中漫步並與當地人交談,尋找潛在的買家。在一天結束時,DM擲骰子決定商家當天最大交易量(參考上表"聚居地生活風格")。然後,玩家使用魅力檢定對抗該聚居地的貿易DC,這會影響他們想要銷售的貨物價格。 如果他們銷售的是聚居地過剩的貨物,他們在這張貿易契約上具有劣勢。如果他們銷售的是聚居地短缺的貨物,則他們在這種貿易契約上處於優勢。 ## 貿易貨物 貿易貨物是所有貿易商品的統稱,以免使遊戲玩法太過繁複。貿易貨物有三大類:食品、原物料和手工製品。DM可能會決定城市中存在其他類別,例如奴隸或魔法商品,但大多數城市不會將它們視為貿易貨物。 **食品** 代表蔬菜、肉類、穀物、香料、簡單的加工食品等一切可食用的貨物。1 噸食品貨物的成本為 200 金幣。 **原物料** 代表礦物、木材、石材等非有機體的貨物。每 1 噸原物料貨物的成本為 1000 金幣。 **手工製品** 代表定居點生產的任何東西,如冒險裝備、武器防具、藝術品及傢俱等等。每 1 噸手工製品貨物的成本為 2000 金幣。 ### 貿易契約表 玩家能夠用多少金幣購買和銷售貨物,取決於他與商家的貿易契約檢定,下表有助於玩家估算必須支付或賺取的金額,所有的貿易價格都以 1 噸為基準,依照下列貿易契約價格公式來決定本次買賣的價格。 商家每天只能購買或賣出相當於每日貿易量的貨物,當天的貿易契約當天交貨,不能將貿易契約結果用於另一天。 #### 購買貿易契約表 每噸價格: | 類別 | 成功 | 失敗 | | :--: | :--: | :--: | | 食品 | 200gp x (1-超過貿易DC的數值 x 10%) | 200gp x (1+超過貿易DC的數值 x 10%) | | 原物料 | 1000gp x (1-超過貿易DC的數值 x 10%) | 1000gp x (1+超過貿易DC的數值 x 10%) | | 手工製品 | 2000gp x (1-超過貿易DC的數值 x 10%) | 2000gp x (1+超過貿易DC的數值 x 10%) | #### 銷售貿易契約表 每噸價格: | 類別 | 成功 | 失敗 | | :--: | :--: | :--: | | 食品 | 200gp x (1+超過貿易DC的數值 x 10%) | 200gp x (1-超過貿易DC的數值 x 10%) | | 原物料 | 1000gp x (1+超過貿易DC的數值 x 10%) | 1000gp x (1-超過貿易DC的數值 x 10%) | | 手工製品 | 2000gp x (1+超過貿易DC的數值 x 10%) | 2000gp x (1-超過貿易DC的數值 x 10%) | --- ### 食品腐爛 大多數食品貨物在變質之前只能保存 1 個月,第 2 個月開始每個月損失一半的價值。這意味著 1 噸食品將在 1 個月後從 200 gp 減少到 100 gp,然後在一個月後從 100 gp 減少到 50 gp,依此類推,直到它變得毫無價值。 ### 異國情調的貨物 當貨品從遙遠的地方取出時,它們的價值會增加。行駛超過 1,000 英里的產品在舒適和富裕聚居地銷售時,貿易DC -5。 ## 載具 你需要某種載具來運送貨物,下表提供了每種貨運載具可以運載的重量及需要雇用多少搬運工(請參考[跟隨者-搬運工](https://hackmd.io/UzyoX_doSTKi78672ruClw#%E6%90%AC%E9%81%8B%E5%B7%A5))。 | 載具 | 最大載重(噸) | 需要搬運工數量 | | --- | --- | --- | | 運貨車 Cart | 0.5 | 1 搬運工 | | 運貨馬車 Wagon | 1 | 2 搬運工 | | 帆船 Sailing Ship | 100 | 30 搬運工 | | 戰船 warship | 200 | 40 搬運工 | :::info 搬運工的工作可由玩家代替,只是玩家無法同時完成搬運及戰鬥任務。 ::: ###### tags: `城主指南`

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