Self Employed, AKA Running your own Business in Neverwinter 1693 | World Anvil
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Self Employed, AKA Running your own Business

"With the virtues of the free market, any one of us can create the business which changes the world!"   Sometimes working for the man isn't your cup of tea. But with the power of owning a business, you too can oppress the working class! Employing your own workforce and making stacks of cash - of course, after you've paid them fairly.   Employees   Any employees will have the commoner stat block.
You can employ a maximum number of people equal to your charisma modifier plus half your proficiency bonus (with a minimum, of course, of 0).   Making the checks   This is kind of complicated so bear with me.
As the employer you determine the pay and hours of your employees.
  The amount of pay you give each emplyee affects their happiness, as well as the likelihood of retaining employees, and finally the chance of getting new hires.
The more pay, the better your employeees will be and the longer they will be willing to work for you. However, this naturally comes out of your income, and if they aren't paid what they promise they will automatically quit.   The more hours you make your employees work means more money is made. However, longer hours decreases employee happiness and retention.   To give you some idea, a fairly standard middle-class workweek in New Neverwinter is 56 hours per tenday. That's 7 days a week, 8 hours a day. A factory worker or other low class job might involve 10-12 hour shifts 8 days a week.
A typical wage would be 2sp a day for unskilled labourers, dipping to 1sp a day for the particularly unlucky. A middle class worker might be paid 5sp, or 1gp per day. Very few workers are paid more than 1gp per day.   Before you say it, yes you generally pay per day not per hour. However, working more than 10 hours a day is bad for employee happiness (see below)  
Employee HappinessCheck Modifier
1-5 -2
5-9 -1
10 +0
11-15 +1
15-19 +2
Employee happiness starts at 10, and changes with rules detailed below. If it reaches 1, you must make a persuasion check. This will determine how many employees (if any) you lose. Regardless, you also make any checks in the next week with disadvantage.
A happiness of 20 or above grants advantage on any checks for the next week, as well as other secret benefits.
  At the end of each workweek, you make a relevant generic ability check. This will usually just be charisma, but the DM can allow any ability depending on the job. This determines your earnings for the week, and you add to this check the happiness modifier detailed above.
CheckResult
9 or lower 1cp per employee per hour
10-14 1sp per employee per hour
15-20 2sp per employee per hour
21+ 4sp per employee per hour
For these checks, you count as an employee.   Taxes   There's a 10% income tax on any money made by a private business. This money is removed BEFORE you subtract employee wages.
Of course, for the libertarians among us, you can use... creative accounting to try and subvert this taxation. This can be done via forgery, intimidation or anything you imagine. But be warned, the taxman always wins....   Employee Happiness   As stated above, employee happiness starts at 10 and goes up or down based on hours or pay.
After you've made your money for the week, subtracted taxes and paid your employees, you must decide the hours and pay for the next week coming. This determines the happiness for that week.   The happiness is affected by:    
PolicyEffect on Employee Happiness
Daily pay of 1sp or less -2d4
Daily pay between 1 and 2sp -1d4
Daily pay between 2sp and 5sp No effect
Daily pay between 6sp and 9sp +1d4
Daily pay of 1gp or more +2d4
Working 11 hours or more in a day -1d6
Working 80 hours or more a week -2d4
Working between 79 and 65 hours a week -1d6
Working between 64 and 60 hours a week -1d4
Working between 59 and 55 hours a week +1d4
Working 54 hours or less a week +1d6
  In case it wasn't made clear, each week the happiness will change, which will change the modifier for your earnings check.   Hiring and quitting   There's always a chance that an employee will quit. If an employee is considering quitting, they will roll a d20 and compare it to the happiness socre. If they beat the happiness score, they will quit.   To hire a new employee, you must make a persuasion check against a DC determined by the happiness score. You will need to hire employees for your first week, based off the happiness of 10.

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