» Wed Oct 27, 2010 6:17 pm
An easy way to do this and have balances for pursuing shop owning would be to link it directly to your mercantile (or whatever skill we have for that now). If you have a high enough mercantile then you can own a shop; if it's even higher you can own more; if it's maximum, you can own any purchasable shop. Considering that maxing out this skill would mean hindering your other skills it may end up being the only way you can make money, rather than an option for making money. Questing into dungeons would require that you hire armed mercenaries, which will cast you that extra money that you would have made that week. If you didn't want to go spelunking, you could save that weeks worth of money and have a more or less consistent increase in wealth (as compared to the feast or famine of dungeon diving).
This balance would make specific skills more meaningful, while also allowing for variable gameplay (as one could play a character that focused on skills that are not useful in combat, but still manage to give longevity to that particular character's game). Creating a system like this really allows for emergent gameplay, as well.