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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