Quote:
Originally Posted by Fred Brackin
Your apparent belief that the "High Demand, Low Supply" cost woud be a stable condition. It would not be. Supply and demand interact and change in response to each other.
I'm also trying to convey that your proposed rules changes would not lead to your apparent desired objectives. There are many items in Gurps Magic whose extremely high energy costs are the barrier that keeps them from being common. Reducing _all_ enchantment costs by a factor of 100x removes those barriers.
I think you actually need to chose some other rules change.
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Stable is not an absolute term in economics, I'm entirely aware of that. I simply do not agree with the position you seem to be advocating, that the supply must inevitably grow, and very quickly, to fully satisfy the demand and thus crash the price, without regard for such factors as labour cost. And as I put forth earlier, the cost of many items, though less high than before, is still very high for many of them, if not most, so they won't be common, merely less rare.