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Old 03-11-2019, 03:12 PM   #7
khorboth
 
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Join Date: Aug 2007
Location: Denver, CO
Default Re: Worth of Programmable Matter

Quote:
Originally Posted by Varyon View Post
The way I have the Shards working, higher-paid professions (like jewelers and the like) automatically produce higher-value goods (as that's the way it works in GURPS), and with the cost in Shards being a function of what the goods cost, this ends up working itself out. The big issues I'm looking for advice on are a) Is it appropriate to set the cost of Shards as twice the value of what they can produce? and b) Is it appropriate for craftsmen to charge 10% of the worth of the materials/labor the Shard are substituting for as a commission cost?
I misunderstood. I thought you were talking about 10% of the value of the crystals, not of the finished good. Yes, this neatly fixes the problem I was aiming at.

I'd still look at Comfortable labor costs for the value if they're fairly common or at Wealthy labor costs if they're not. The value of goods is too variable since material v. labor is all over the board.
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