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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="Voadam" data-source="post: 9331552" data-attributes="member: 2209"><p>Overall fun analysis of some economic impacts of the different edition mechanics. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f44d.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt="(y)" title="Thumbs up (y)" data-smilie="22"data-shortname="(y)" /></p><p></p><p>I am not quite sure if you are thinking that gold is literally sacrificed and gone in crafting 3e items.</p><p></p><p>From the SRD the cost is for unspecified magical supplies and materials used in crafting the items. The gold still exists, it is just spent on stuff that gets used up.</p><p></p><p>"<strong>Magic supplies</strong> for items are always half of the base price in gp and 1/25 of the base price in XP."</p><p></p><p>"The character must <strong>spend</strong> the gold and XP at the beginning of the construction process."</p><p></p><p>"A character can work on only one item at a time. If a character starts work on a new item, all <strong>materials used</strong> and XP spent on the under-construction item are wasted."</p><p></p><p>"To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs <strong>a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled.</strong> Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. <strong>Additional magic supplies costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item</strong>."</p><p></p><p>"To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs <strong>a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled.</strong> Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. <strong>Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price given on <a href="https://www.d20srd.org/srd/magicItems/magicWeapons.htm#tableWeapons" target="_blank">Table: Weapons</a>, according to the weapon’s total effective bonus</strong>."</p><p></p><p>"The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he<strong> needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion</strong>—25 gp × the level of the spell × the level of the caster."</p><p></p><p>"<strong>All ingredients and materials used to brew a potion</strong> must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)"</p><p></p><p>and so on.</p><p></p><p>So more like spending money on food that gets eaten for economic analysis purposes. The money sill exists in the economy and is not removed, no?</p></blockquote><p></p>
[QUOTE="Voadam, post: 9331552, member: 2209"] Overall fun analysis of some economic impacts of the different edition mechanics. (y) I am not quite sure if you are thinking that gold is literally sacrificed and gone in crafting 3e items. From the SRD the cost is for unspecified magical supplies and materials used in crafting the items. The gold still exists, it is just spent on stuff that gets used up. "[B]Magic supplies[/B] for items are always half of the base price in gp and 1/25 of the base price in XP." "The character must [B]spend[/B] the gold and XP at the beginning of the construction process." "A character can work on only one item at a time. If a character starts work on a new item, all [B]materials used[/B] and XP spent on the under-construction item are wasted." "To create magic armor, a character needs a heat source and some iron, wood, or leatherworking tools. He also needs [B]a supply of materials, the most obvious being the armor or the pieces of the armor to be assembled.[/B] Armor to be made into magic armor must be masterwork armor, and the masterwork cost is added to the base price to determine final market value. [B]Additional magic supplies costs for the materials are subsumed in the cost for creating the magic armor—half the base price of the item[/B]." "To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs [B]a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled.[/B] Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. [B]Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price given on [URL='https://www.d20srd.org/srd/magicItems/magicWeapons.htm#tableWeapons']Table: Weapons[/URL], according to the weapon’s total effective bonus[/B]." "The creator of a potion needs a level working surface and at least a few containers in which to mix liquids, as well as a source of heat to boil the brew. In addition, he[B] needs ingredients. The costs for materials and ingredients are subsumed in the cost for brewing the potion[/B]—25 gp × the level of the spell × the level of the caster." "[B]All ingredients and materials used to brew a potion[/B] must be fresh and unused. The character must pay the full cost for brewing each potion. (Economies of scale do not apply.)" and so on. So more like spending money on food that gets eaten for economic analysis purposes. The money sill exists in the economy and is not removed, no? [/QUOTE]
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