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Craft Item Question...
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<blockquote data-quote="AuraSeer" data-source="post: 925999" data-attributes="member: 1331"><p>(Something I left out from my last post)</p><p></p><p>Here's a different case. If stone widgets are harder to craft than wooden ones, it's reasonable for them to cost more. Only a skilled craftsman can make them, so there will be fewer stone widgets available to be bought.</p><p></p><p>You end up with two contradictory effects:</p><p>1) By the D&D crafting formula, higher DC means more work done per week, which means shorter crafting time.</p><p>2) As DC rises, the market price goes up. Higher market price makes the crafting time longer. </p><p></p><p>Change #1 can be quantified, based strictly on the Craft formula.</p><p>But change #2 isn't so simple; it's very gameworld-dependent. It is based on the availability of craftsmen skilled enough to meet the higher DC. It's also affected by the craftsmen's willingness to spend time making widgets. (If they don't make a profit on them, they won't make 'em. That lowers the supply, driving the price up, which encourages more craftsmen to make widgets. Finding the equilibrium point of this process is <a href="http://www.everything2.com/index.pl?node=nontrivial" target="_blank">nontrivial</a>.)</p><p></p><p>[edit]</p><p>So there's really no telling what the "right" result is. Raising the DC might raise the crafting time, or lower it, or have no effect at all. That's the point of all of the above.</p><p>[/edit]</p><p></p><p>Doing the economic calcuations "the right way" would involve a lot more math, and wouldn't add much to the game. There are only so many pages in the PHB, and adding a chapter on Economics 101 wouldn't be useful to most players.</p></blockquote><p></p>
[QUOTE="AuraSeer, post: 925999, member: 1331"] (Something I left out from my last post) Here's a different case. If stone widgets are harder to craft than wooden ones, it's reasonable for them to cost more. Only a skilled craftsman can make them, so there will be fewer stone widgets available to be bought. You end up with two contradictory effects: 1) By the D&D crafting formula, higher DC means more work done per week, which means shorter crafting time. 2) As DC rises, the market price goes up. Higher market price makes the crafting time longer. Change #1 can be quantified, based strictly on the Craft formula. But change #2 isn't so simple; it's very gameworld-dependent. It is based on the availability of craftsmen skilled enough to meet the higher DC. It's also affected by the craftsmen's willingness to spend time making widgets. (If they don't make a profit on them, they won't make 'em. That lowers the supply, driving the price up, which encourages more craftsmen to make widgets. Finding the equilibrium point of this process is [url="http://www.everything2.com/index.pl?node=nontrivial"]nontrivial[/url].) [edit] So there's really no telling what the "right" result is. Raising the DC might raise the crafting time, or lower it, or have no effect at all. That's the point of all of the above. [/edit] Doing the economic calcuations "the right way" would involve a lot more math, and wouldn't add much to the game. There are only so many pages in the PHB, and adding a chapter on Economics 101 wouldn't be useful to most players. [/QUOTE]
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