Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 07-08-2024, 07:18 PM   #13
ehrbar
 
ehrbar's Avatar
 
Join Date: Aug 2004
Default Re: [Thaumatology] Setting magic item prices to make economic sense

The use value of a species-specific Beast Speech item for talking to hedgehogs is almost nothing under most circumstances.

The cost to have such an item made under the standard enchantment rules is pretty high, though. 1,000 energy is 1,000 continuous mage-days of labor under the Slow & Sure rules. Even if you could somehow hire a TL3 enchanter for a Struggling wage and no premium for making him work every single day straight through for 2 years and nine months, it's still going to cost you in the neighborhood of $11,550 to commission a talk-to-hedgehogs item. In a more reasonable case (the mage charges a Comfortable wage and demands extra pay to implicitly make up the lost weekends and then an additional premium), $50,000 is likely.

So, what's the market-clearing price? Frankly, it's usually going to be about $0, since that's the likely place where the demand (nobody wants one) and supply (nobody has ever made one) curves actually cross.
__________________
Steven E. Ehrbar

GURPS Technomancer resources. Including The Renegade Mage's Unofficial GURPS Magic Spell Errata, last updated July 7th, 2023.
ehrbar is offline   Reply With Quote
 

Tags
economics, magic items, thaumatology, worldbuilding


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 08:37 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.