I am a pretty new DM running a homebrew setting and I need some advice.
So I have a Pc playing warforged fighter who spent some time as a pit fighter before his adventuring life and he wants to use the money he is making now to start his own pit fighting club.
He wants to use it to make money from betting etc and is talking about doing so in a seedy part of town and is asking about thieves guilds he might need to pay off to be allowed to do it etc.
While I have a setting set out and the city they are in (including background guilds etc) I am not sure how to set this up for him or how he could go about setting something like this up.
In the DMG in the "Downtime Activities" section of chapter 6, there is information and a table for what to do if your player wants to start a business called "Running a Business." I'd suggest starting there and developing their business out from there between adventures. Maybe use it as a vehicle to introduce new NPCs and plot things.
Rollback Post to RevisionRollBack
"The mongoose blew out its candle and was asleep in bed before the room went dark." —Llanowar fable
I am a pretty new DM running a homebrew setting and I need some advice.
So I have a Pc playing warforged fighter who spent some time as a pit fighter before his adventuring life and he wants to use the money he is making now to start his own pit fighting club.
He wants to use it to make money from betting etc and is talking about doing so in a seedy part of town and is asking about thieves guilds he might need to pay off to be allowed to do it etc.
While I have a setting set out and the city they are in (including background guilds etc) I am not sure how to set this up for him or how he could go about setting something like this up.
Any advice would be very welcomed!
I'm mostly getting this from movies, but I think it looks like this...
If there's already an underground fight promotion run by a/the Thieves' Guild in your city, then he has to get a fighter to manage, get in touch with whoever is in charge of putting a card together and get your fighter on the card. They might come down to the gym and watch him spar. On fight night, the Guild provides the location (often floating from place to place), protection from the cops, and an audience in the mood to bet on fights. The winner gets some of the ticket sales, the loser gets some of the ticket sales, the venue gets some of the ticket sales. The managers get their cut from the fighters' shares. The real money is made on betting. If anyone sees the manager betting against his own fighter, they'll think it's fixed and you'll have to run for your lives.
If the Thieves' Guild doesn't have a fighting promotion, you'll need to secure the venue, pay off the cops yourself, build a ring, provide a ref and a medic and card girls and promote the fight yourself, which means you'll need to know a lot of rich gamblers. You'll also need to put the card together yourself, so you'll need to know a bunch of other fighters of different weight classes to match against each other, building up to the main event of your fighter.
If fighting and gambling aren't illegal, then you don't need to worry about the cops and this should get a lot easier. Still, wherever there are a lot of gamblers, there will be syndicates looking to fix matches, so you will have to decide what kind of fight promoter you want to be.
If I were you, though, I'd just use the table in Xanathar for downtime fighting results. This would take up a lot of game time.
If the player has background in knowing how to run one, has the capacity to learn how by having a high intelligence or something like that, or they can find someone to act as the planner of the business, then it would seem very fair and reasonable for them to run pit fights. Otherwise it wouldn't really make enough sense.
I am a pretty new DM running a homebrew setting and I need some advice.
So I have a Pc playing warforged fighter who spent some time as a pit fighter before his adventuring life and he wants to use the money he is making now to start his own pit fighting club.
He wants to use it to make money from betting etc and is talking about doing so in a seedy part of town and is asking about thieves guilds he might need to pay off to be allowed to do it etc.
While I have a setting set out and the city they are in (including background guilds etc) I am not sure how to set this up for him or how he could go about setting something like this up.
Any advice would be very welcomed!
In the DMG in the "Downtime Activities" section of chapter 6, there is information and a table for what to do if your player wants to start a business called "Running a Business." I'd suggest starting there and developing their business out from there between adventures. Maybe use it as a vehicle to introduce new NPCs and plot things.
If you need Pit-Fighters, please let me know. I'm more than willing to do some with side quests too xD
Let's have some fun shall we?
I'm pretty sure there's some stuff about pit fighting in Xanathar's as well.
Hombrew: Way of Wresting, Circle of Sacrifice
I'm mostly getting this from movies, but I think it looks like this...
If there's already an underground fight promotion run by a/the Thieves' Guild in your city, then he has to get a fighter to manage, get in touch with whoever is in charge of putting a card together and get your fighter on the card. They might come down to the gym and watch him spar. On fight night, the Guild provides the location (often floating from place to place), protection from the cops, and an audience in the mood to bet on fights. The winner gets some of the ticket sales, the loser gets some of the ticket sales, the venue gets some of the ticket sales. The managers get their cut from the fighters' shares. The real money is made on betting. If anyone sees the manager betting against his own fighter, they'll think it's fixed and you'll have to run for your lives.
If the Thieves' Guild doesn't have a fighting promotion, you'll need to secure the venue, pay off the cops yourself, build a ring, provide a ref and a medic and card girls and promote the fight yourself, which means you'll need to know a lot of rich gamblers. You'll also need to put the card together yourself, so you'll need to know a bunch of other fighters of different weight classes to match against each other, building up to the main event of your fighter.
If fighting and gambling aren't illegal, then you don't need to worry about the cops and this should get a lot easier. Still, wherever there are a lot of gamblers, there will be syndicates looking to fix matches, so you will have to decide what kind of fight promoter you want to be.
If I were you, though, I'd just use the table in Xanathar for downtime fighting results. This would take up a lot of game time.
If the player has background in knowing how to run one, has the capacity to learn how by having a high intelligence or something like that, or they can find someone to act as the planner of the business, then it would seem very fair and reasonable for them to run pit fights. Otherwise it wouldn't really make enough sense.
Also known as CrafterB and DankMemer.
Here, have some homebrew classes! Subclasses to? Why not races. Feats, feats as well. I have a lot of magic items. Lastly I got monsters, fun, fun times.