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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: 7608234" data-attributes="member: 6932123"><p>The number of reasonably profitable items that you can make is very limited. There are maybe a dozen weapons with a value over 15 GP (the absolute minimum I'd consider for this sort of endeavor * ). The most expensive is a hand crossbow, at 75 GP, and everything else is 50 GP or lower. Since hyper-specializing is a bad idea (as laid out by the consequences in the earlier post, and because a hand crossbow is not likely to be really sustainable at that rate), if you want a moderate variety in product, the average weapon you create will likely have a value around 30 GP. (If you are far more restrictive in your product, the average value might go up to as high as 50 GP, but then you start getting into issues of how likely you are to sell goods at the rate that you're producing them. ** )</p><p></p><p>At that point it's just a matter of what percentage of your product is weapons, vs the occasional expensive armor (breastplate/half plate/plate). Since you can't saturate the market with the expensive stuff without repercussions, that will be a small percentage of your product generation. If you do 50 weeks per year of (on average) 30 GP weapons twice a day, you're capping out at around 20k GP sales, which is 10k GP profit. At that point you're only at 8x baseline crafting income. Everything above that has to come from the more expensive products, which, as noted, you're far more limited on. That puts a soft cap on your total sales potential. </p><p></p><p>Depending on how restrictive the secondary rules and regulations are, you might reach anywhere from 10x at the low end, to perhaps 20x at the high end. Maybe a bit higher, but I'd consider that the GM is going easy on the player at that point. Not that 20x is anything to scoff at; that's still 25k GP per year in income.</p><p></p><p></p><p>* Note: If an item costs about 7-8 GP, you can craft it manually as fast as using Fabricate. Thus I'd consider 10 GP barely worth the effort, and 15 GP to be the minimum to even really consider using Fabricate for the item.</p><p></p><p>** Note: The ability of the market as a whole to absorb what a given wizard produces is not the same as that wizard being able to sell 100% of his goods. As a matter of both communication and travel speed, he's limited by both customers within range of his shop (assuming he keeps one), and advertisement for his business (eg: a large blacksmith shop with a couple dozen journeyman+ crafters is likely to have a much larger presence and word-of-mouth value than a shop with only a single wizard selling items). He also has to match market demand. A few dozen rapiers might be eternal display fodder if everyone wants crossbows, or vice versa.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7608234, member: 6932123"] The number of reasonably profitable items that you can make is very limited. There are maybe a dozen weapons with a value over 15 GP (the absolute minimum I'd consider for this sort of endeavor * ). The most expensive is a hand crossbow, at 75 GP, and everything else is 50 GP or lower. Since hyper-specializing is a bad idea (as laid out by the consequences in the earlier post, and because a hand crossbow is not likely to be really sustainable at that rate), if you want a moderate variety in product, the average weapon you create will likely have a value around 30 GP. (If you are far more restrictive in your product, the average value might go up to as high as 50 GP, but then you start getting into issues of how likely you are to sell goods at the rate that you're producing them. ** ) At that point it's just a matter of what percentage of your product is weapons, vs the occasional expensive armor (breastplate/half plate/plate). Since you can't saturate the market with the expensive stuff without repercussions, that will be a small percentage of your product generation. If you do 50 weeks per year of (on average) 30 GP weapons twice a day, you're capping out at around 20k GP sales, which is 10k GP profit. At that point you're only at 8x baseline crafting income. Everything above that has to come from the more expensive products, which, as noted, you're far more limited on. That puts a soft cap on your total sales potential. Depending on how restrictive the secondary rules and regulations are, you might reach anywhere from 10x at the low end, to perhaps 20x at the high end. Maybe a bit higher, but I'd consider that the GM is going easy on the player at that point. Not that 20x is anything to scoff at; that's still 25k GP per year in income. * Note: If an item costs about 7-8 GP, you can craft it manually as fast as using Fabricate. Thus I'd consider 10 GP barely worth the effort, and 15 GP to be the minimum to even really consider using Fabricate for the item. ** Note: The ability of the market as a whole to absorb what a given wizard produces is not the same as that wizard being able to sell 100% of his goods. As a matter of both communication and travel speed, he's limited by both customers within range of his shop (assuming he keeps one), and advertisement for his business (eg: a large blacksmith shop with a couple dozen journeyman+ crafters is likely to have a much larger presence and word-of-mouth value than a shop with only a single wizard selling items). He also has to match market demand. A few dozen rapiers might be eternal display fodder if everyone wants crossbows, or vice versa. [/QUOTE]
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How do you handle the "economy killing spells" in your game?
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