06-06-2009, 10:36 PM | #51 | |
Join Date: Aug 2004
|
Re: Economy wrecking spells?
Quote:
Partly because Prospecting is a time consuming labor instense work with relatively poor chance of success on any given try. Seek Earth tends to make the chance of success MUCH better.
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
|
06-06-2009, 10:50 PM | #52 |
Join Date: Sep 2007
|
Re: Economy wrecking spells?
|
06-06-2009, 10:51 PM | #53 | |
Join Date: Aug 2004
Location: Buffalo, New York
|
Re: Economy wrecking spells?
Quote:
Ah well, I'll leave this thought alone <g>.
__________________
Newest Alaconius Lecture now up: https://www.worldanvil.com/w/scourge-of-shards-schpdx Go to bottom of page to see lectures 1-11 |
|
06-06-2009, 10:55 PM | #54 |
Join Date: Aug 2004
Location: Buffalo, New York
|
Re: Economy wrecking spells?
By the by? One fix I proposed for the Seek Earth is to treat it like the Shapeshift spell. Each metal has its own spell, which requires that the mage decide what it is he's seeking, and be willing to invest points into it instead of being able to do ALL metals with just one spell. Another alternative that I favor more is based on the premise that different metals are easier to find than some, and other metals are harder to find than some. If heavier density metals are harder to find than lighter density metals, you could for example, assign a -3 penalty to finding certain density metals, or -5, or -8 the harder it is you as GM desire certain metals to be found. Since long distance penalties can be relieved somewhat by having the mage closer to the materials he seeks, it become akin to needing the mage to act like a metal detector over a specific spot, instead of him sitting in his chair some 10 miles away, and triangulating where it has to be. Also? One SHOULD require mathematics to actually "triangulate" on a given location in this manner ;)
__________________
Newest Alaconius Lecture now up: https://www.worldanvil.com/w/scourge-of-shards-schpdx Go to bottom of page to see lectures 1-11 |
06-06-2009, 11:11 PM | #55 |
Join Date: Dec 2007
|
Re: Economy wrecking spells?
Although not infallible. Even if the ore isn't staked out by monsters (or worse, dwarves), Seek Earth will only point the way to the nearest concentration in range that hasn't been excluded. No guarantees that it will be close enough to the surface to be exploited using TL 3 techniques.
|
06-06-2009, 11:53 PM | #56 |
Join Date: Oct 2008
|
Re: Economy wrecking spells?
|
06-07-2009, 12:13 AM | #57 |
Join Date: Dec 2007
|
Re: Economy wrecking spells?
|
06-07-2009, 12:18 AM | #58 | |
Join Date: Oct 2008
|
Re: Economy wrecking spells?
Quote:
Also those other problems are fairly easy to overcome with spells. (Way easier than with any technology before maybe TL6) |
|
06-07-2009, 07:49 AM | #59 | |
Join Date: Aug 2007
|
Re: Economy wrecking spells?
Quote:
You have not possibly reduced the number of households involved in agriculture to below 50%. In the modern US it's probably below 1%. It's not even going to push it down to 50% because Create Food doesn't make fibers for clothes or rope or thatch for roofing or wood for construction or a lot of other things. You also did not appear to notice the comment of "even if everyone is a mage". That's much more likely to change a setting beyond recognition than any particular spell. Both of the farmer's children can't study engineering (and why would they want to if magic works so well?). At least one of them has to study Create Food to make this system self-sustaining. The other one probably has to study weaving and sewing and every other domestic skill (even if those are done with magic too). Other Skills like carpentry and blacksmithing probably have to be farmed out to specialists (even if they are magical specialists). The Create Food guys has to make enough food to feed them as well. Really, magic may enable a man who hasn't studied a particular mundane craft to replace a man who has. However when you consider the pts spent on Magery and spells rather than skills it's only people who have a lot of pts to whom this is attractive. People with a lot of CP would be just better anyway. It's only when magic allows the mage to do work of entire factories of normal people that a magical industrial revolution becomes inevitable. Replacing mundane craftsmen with magical craftsmen leaves you still in a crafts-based economy (i.e. pre-industrial). You might get more luxury goods but few people want to adventure in a setting of realistic medieval poverty.
__________________
Fred Brackin |
|
06-07-2009, 08:42 AM | #60 | |
Join Date: Aug 2004
|
Re: Economy wrecking spells?
Quote:
On the plus side you can raise an invoking to Spell +3, so while a caster can't get time or energy reductions for higher skill on the Invoking the Power of an item enchanted with it can be higher than an item with the base spell. How does this apply here? Simple: An altering of the Seek Earth spell. Seek Earth seeks earths. The Earth College distinguishes Earth from Stone in many cases and this is one more. Seek (Specific type of) Stone defaults to Seek Earth -4 and for purposes of Enchantment (but NOT energy/casting time reduction) use the base skill of the Invoking rather than the underlying spell. Marla Magicus is a 14/3 wizard who knows Seek Earth at 15. If Invokings defaulted freely from spell level, she could default from an 11-. Since points must be spent, she can find rock type X at 12- for 2 CP, and Rock Type Y for an additional 2 CP etc.
__________________
...().0...0() .../..........\ -/......O.....\- ...VVVVVVV ..^^^^^^^ A clock running two hours slow has the correct time zero times a day. |
|
Tags |
game economy, magic |
|
|