Q: 209
I seem to remember someone explaining/breaking the business rules from the DMG 2. If I recall correctly, it was a vast farm co-op, at least initially. Does anyone have a link?
I remember stating up something like this. It used the Upgrade rules to get insane Bonus to the profit check.
The bottom line was that any business capable of breaking even on profit checks (DC 25) and a bit of extra funds could start an infinite positive spiral.
I don't have a Link but I do have some of my notes.
[spoiler]Have followers set up this business in the wilderness.
Name : Farm
Capital : 500
Resources : low (simple house 1000 gp)
Risk : low (5 * profit rating)
Prime Skills : Profession (farmer)
Other skills : Handle animal, knowledge (nature)
Guild : Naturalist
Upgrade cost : 125 gp
a Level 1 commoner can have +10 to the check (4 ranks, skill focus, Guild, >40 hours of work)
ad in the other bonuses (-10 wilderness (have to use as upgrades become dime a dozen) +2 (low resource low risk business) +14 (7 more commoners aiding another) gives a net bonus of +16. He then takes a 10, and makes 5 gp.
After making 5 gp for 3 months, he spends 125 gp to upgrade (should be supplied at start). If we assume slightly below average rolls throughout, that +2 every 3 months. In 1 year (4 upgrades) the farm can pay for it's own upgrades. Just under 2 years late (7 upgrades) the farm only needs 1 worker. At that point, the farm has become an infinite money engine, and will break even in under 4 years with just a 3500 gp starting fund.(3500 gp profit after ~ 44 months. That much again after another 20 months. Then again after 15. Then 13. Then 10.)[/spoiler]
Q210: I don't suppose I'm lucky and the human bonus skill points take effect after the minimum 1 skill point per level? 2+INT Bonus sucks when your INT is 5. Not +5, 5. Getting 2 skills instead of 1 would be great.