Hi guys,
THis is a continuation of this thread. I decided to put it in it's own topic for ease of finding later.
viewtopic.php?f=6&t=232
The tables in the draft equipment book are a good start, but I think they are not quite there - all the relationships between item classes need defining first, otherwise you end up with oddities such as 1/week items costing more than 1/day. I've numbered each point so they can be referred to in the discussion, and put in percentages just to kick off the discussion.
Temporary Item classes:
1. Alchemical potion should be (10%) less than temporary items - harder to use.
2. Self only Scrolls should be (20%) more expensive than temporary item - rarer
3. "Other" Scrolls should be (20%) less expensive than temporary items - harder to use
4. Getting long durational spells (11 day/43 day casts) would have a cost: (50%) the cost of a temporary item
per day vs per week/multiple charges
5. A 1 per week item should be worth 500% the cost of a temporary item
6. A 1 per day item should be worth 800% the cost of a temporary item
7. Additional item charges should cost (75%) of first charge (I know you removed it because it complicates it but otherwise you would always only ever find single charges in items)
rarer spells/invocations
8. Universal spells should cost (80%) the cost of a standard item
9. A primary school spell should cost (150%) the cost of a standard item
10. A purist spell should cost (300%) the cost of a standard item
11. A sect invocation should cost (150%) the cost of a standard item
12. A specialist sect invocation should cost (200%) the cost of a standard item
access to items
13. Restricting items by guild breaks too easily in a world full of unbreakable items being bought and sold, so why not make items purchasable/available by all at the same price.
14. BUT your priest/mage guild will allow you to commission (one?) item you can already cast at standard prices, for personal use.
15. scrap the random merchant venturer's list now we are publishing standard prices - it just makes unnessessary work for Anthony. Better to do IC traders on events/let players sell unwanted random items to each other via the boards
item costs per level/rank
16. How many times more expensive should a rank 1 vs a rank 0 be? AN important thing to define. Once this is defined all the item values can be calculated. for example this table would make high and arcane have jumps in price, as well at 4,7 and 10 (them being top tier in each range)
Rank Base
0 1x
1 1.5x
2 3x
3 5x
4 8x
5 16x
6 20x
7 28x
8 40x
9 48x
10 64x
17. There should be a fixed cost of (5?) dragons to permanently ensorcel/empower a small item. This must be done before you can add spells/invocations