As mentioned numerous times on this forum, there can be (and more often then not will be) a problem when a RT group increases its profit factor. If players don't do anything out of the ordinary the rules pretty much work well enough as written. However as soon as players get more then a single vessel (a problem/situation that isn't currently addressed in the rules but which I allow) or get a rather imbalanced vessel with multiple cargo holds, the rules pretty much make the players richer then the Emperor in just a few sessions. Especially when they go full on munchkin and decide to have a Universe-class Mass Conveyor as a secondary ship stuffed full of main cargo holds (and if you have one, why not have two!). A munchkined Universe-class can have 18(!) main cargo holds giving a whopping +2250 achievement points in any endeavor involving trade for an extra twenty two and a half Profit Factor for even the simplest endeavor.
Now in practice it probably won't be this bad. But my players probably will want to start having additional cargo vessels in their trade fleet to increase their profit. Which is not munchkinly at all, but rather just good business sense (as expected of any rogue trader). I know that there are some house rules floating around there which I personally find a little cumbersome and involving too much book keeping. So I tried to think of some simplified house rules of my own. Which brings me to the actual point of this post; My house rule for Temporary Profit Factor:
- Only the real/original endeavor will add to the permanent Profit Factor (i.e. the normal Profit Factor as written in the rules)
- Any achievement points gained in excess of the target required by the endeavor is turned into temporary profit factor at a rate of 1 TPF per 10 additional achievement points.
- Each point of TPF used in acquisition adds +1 to the acquisition roll, to a maximum of +60.
- TPF can only be spend once. If it is used to increase an acquisition roll the TPF is lost.
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Just like PF the TPF is used by all players. There is one pool of TPF that is decreased every time any player uses it. The rogue trader has the last say in who gets to use what part of the TPF (but a cunning Seneschal will of course find a way to circumvent this
).
So what this rule basically does is force any excess profit factor in an endeavor to be burnt in acquisition rolls. It symbolizes the temporary nature of having a one time cash injection instead of having an endeavor that gives a permanent cash flow. Selling a ship for example can also add to the TPF instead of the PF. This forces the players into thinking up endeavors if they want to increase their permanent PF (e.g. setting up a ship on a trade route will add to PF, but simply selling it will add to TPF).
The rule is not the start all and end all of Profit Factor rules, but it is a nice simple rule that doesn't really hamper the players but forces them to think more creatively in their endeavors. Before I start using it though I would like your feedback on it. Is it good or bad, am I missing any obvious pitfalls, etc.? Any input is appreciated!