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Old 07-08-2024, 07:54 PM   #14
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [Thaumatology] Setting magic item prices to make economic sense

Quote:
Originally Posted by ehrbar View Post
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.
No, it's not $0; while not super-useful, make it cheap enough and someone would buy it. If there's zero trade in a particular product (because at a cost equal to its production cost demand is zero) I'm not sure it has a defined cost.

In any case, that's a different class of problem. There's two general types of problems with enchantment in GURPS:
  • RAW pricing doesn't actually make a lot of sense -- powerstones and other sources of transient power would absolutely be used for quick and dirty enchantment (combinations of powerstones and paut beat S&S up to around 1,000 energy, at which point the fact that everyone involved is working a ten hour day becomes problematic) -- and $33 per mage-day is nonsense. Related to that, RAW pricing creates a weird gap in pricing, as it's impossible to have an item that costs between $100 and $3333.
  • Energy costs seem to have been pretty much made up by throwing darts at a board rather pricing on either balance or some systematic method.
At the moment, I suspect the easiest option is to use meta-tech as your enchantment system.
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economics, magic items, thaumatology, worldbuilding


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