Re: Worth of Programmable Matter
That's one of the most DF things I've heard in a long time. It raises lots of unanswerable questions if put in a larger world, but for game mechanics, and in the genre it works great. Awesome.
Since the exchange rate up and down the spectrum is set in the pouches, only the time-money exchange rate is needed.
I'd peg it at the rate necessary for Comfortable wealth. Something like what a good craftsman would expect to earn from the time.
For use cost... I'd probably charge a base 10% but... +10% for someone with skill 15+ and another 10% at skill 18 and another 10% at skill 20. I'd also generally assign a rarity for skills. Drop those to 5% for common skills like blacksmith or carpenter, but raise to 15% or 20% for rare skills like jewelry or an exotic armory.
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