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Enhancements and price

posted Nov 22, 2012 22:37:47 by DanTrue
On page 85, it is stated that in the section starting on page 100, costs for enhancements and quality will be provided.

I don't seem to be able to find any. Can anyone help me? One of my players wishes to buy a Shortsword with an enhancement - what should I charge him? One way of doing it would be to use the score needed for an item of such a quality - 125. This might translate to a 1.25 price modifier.

Are there any guidelines I am simply missing? Or how would you go about pricing it fairly. The purchase is done in a large town, so local availability etc. is not a factor.

- Dan
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4 replies
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bluefenix42 said Nov 23, 2012 03:03:14
I think an extra 25% per enhancement (other than the "Desirable" enhancement which is explicitly double price) is fine. You can't stack more than 2 enhancements anyways, so at most you're looking at paying 150% of base cost for an extra couple of damage, AP, Enc reduction, or skill improvements.

Interestingly, this means that the most expensive stuff in a marketplace will NOT be the highest practical quality, but rather things with Desirable applied twice for a 4x cost multiplier. Makes me think of Apple products.
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RangerDan said Nov 23, 2012 11:02:17
Interestingly, this means that the most expensive stuff in a marketplace will NOT be the highest practical quality, but rather things with Desirable applied twice for a 4x cost multiplier.

I quite like this, and makes me think of gold-plated, jewel-encrusted swords carried by courtiers. Utterly useless for fighting of course, but your rich git friends will laugh at you if you don't have the Fashion of the Month blade hanging at your side.

Perhaps you could allow further stacking of the Desirable quality for a greater cost multiplier if you apply hefty penalties to its actual use in combat ("your sword is actually made of gold?")
[Last edited Nov 23, 2012 11:03:26]
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DanTrue said Nov 23, 2012 11:03:33
The question can be extended to what materials should cost. In other games I have used the 1/3 rule of thumb - so if a player wishes to craft a longsword and needs to purchase the resources, it will cost 1/3 * 250 = 84 SP.

How does this sound?

This is assuming common materials. The more exotic materials given under armour sadly have no price modifier - but I expect this is due to it being very setting dependent and thus impossible to give proper values in general.

- Dan
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lawrence.whitaker said Nov 24, 2012 17:06:05
The more exotic materials given under armour sadly have no price modifier - but I expect this is due to it being very setting dependent and thus impossible to give proper values in general.


Precisely.

Other things you need to factor into a price are how quickly the craftsman can produce the item, and the craftsman's skill and reputation. A master swordsmith will be able to produce an enhanced weapon faster than a lesser skilled artisan, but his mastery of the craft may therefore come at an additional cost.

I think the base of 1.25 per enhancement is a good starting point. Up that factor by 0.25 for every 25% of skill the craftsman has over 75%, and then add on a further 0.25 as a flat rate if the craftsman is a well known individual.
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