Increasing the Cost of Purchasing Spells
So, I like that ITL attempted to provide a non-adventuring use of character's time in the job system.
However, I don't think a lot of time or research was put into the economic system (which is no surprise, very few games bother). This creates a weird result of high level wizard spells being surprisingly affordable. Lose a limb? Regeneration only costs around $40 to cast!
Is there a good way to increase the cost of buying spells that doesn't make things ridiculous? Because if casting spells for townsfolk is so profitable, adventuring is not necessary. So what is a good balance for these sorts of things?
|