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How do you handle the "economy killing spells" in your game?
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<blockquote data-quote="Kinematics" data-source="post: 7608119" data-attributes="member: 6932123"><p>That's a very difficult question, because the scenario can vary in a ton of ways. Based on some quick math with common weapons (the most common sales item that costs enough to even consider using this for making money), plus maybe 1 plate mail per month, I'd estimate a profit of about 18k GP per year. Half of that is from the weapons, and half from the plate.</p><p></p><p>Normal crafting is hard-limited by the way "time taken" is defined by cost. You can craft 50 GP worth of goods per week, so about 2500 GP per year, with half of that being profit. Thus, 1250 GP income per year from normal crafting. Fabricate bypasses that, but would likely be commercially limited to about 10x to 20x that amount.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7608119, member: 6932123"] That's a very difficult question, because the scenario can vary in a ton of ways. Based on some quick math with common weapons (the most common sales item that costs enough to even consider using this for making money), plus maybe 1 plate mail per month, I'd estimate a profit of about 18k GP per year. Half of that is from the weapons, and half from the plate. Normal crafting is hard-limited by the way "time taken" is defined by cost. You can craft 50 GP worth of goods per week, so about 2500 GP per year, with half of that being profit. Thus, 1250 GP income per year from normal crafting. Fabricate bypasses that, but would likely be commercially limited to about 10x to 20x that amount. [/QUOTE]
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Community
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How do you handle the "economy killing spells" in your game?
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