You might find this usefull

http://www.boyzbeingboyz.com/roguebfl/enchant.php

When you circle produces enough energy to Q&D them, the powerstone enchantment options turn on.

On 6/17/2011 4:02 PM, [email protected] wrote:


Thanks for this.  Some good insights.  Your point is taken, but my
feeling is that you have to start somewhere, and you have to give
some basis to estimating Powerstone/enchantment costs aside from
developing an entire society economic simulator (although if someone
developed one-- especially if you could tweak supply/demand
variables-- I'd consider buying it).  One could rationalize some of
the expenses in your spreadsheet (e.g. lease/rent) into the
cost-of-living assumptions outlined in G4e:Campaigns.  Arbitrarily
assigning Wealth status to a class/vocation is the starting
assumption (and the one I am playing with) to the whole process.
While I agree with your Powerstone use in enchantments comment, that,
too, in the broader picture, is to my intuition, incorporated in
enchantment cost calculations once one assumes the Wealth status
designation as the starting point.



The grass root concern as I was factoring in changes in Wealth
assumptions for Enchanters was the fact that discounting the total
value of a quirked Powerstone led to an absolute overall financial
loss due to the relatively larger gemstone value (compared with labor
value).  Meaning going into business as a Powerstone maker is a bad
idea if one devalues a quirked Powerstone based on the total gemstone
plus labor value, rather than the labor cost alone:


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