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#7 | ||
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Join Date: Mar 2013
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Quote:
Now I use a variant rule for Quick and Dirty Enchanting because I mis-remembered the actual rules and my rate of Enchantment is 10 energy per hour per Mage. I also have some story irons in the fire that use the GURPS rules as the behind the scenes mechanics, so all workings below are real world USD, NOT GURPS dollars. The survivors of a DF-like world are forced to flee to our world circa 2019. After a week of snooping around the members of the Mages Guild get together and elect a new Guild Master and set a new price per point of Energy used in casting spells at $15 per point. Why? Because in their snooping around they found out that's where the minimum wage per hour and Enchanting normally use the Raise Cone of Power spell and you need to hire people for that, preferably dancers. Note that the Guild has no interest in keeping prices low as demand for magic items always outstrips supply and that this also sets the pricing of regular spell casting. Note too that the Mages also expect to be paid no top of the calculated energy cost, and for a rank beginner with only Recover Energy-15 who gets 6 energy an hour they expect $90 an hour, whilst those with Recover Energy-25 plus an ER who recover 60 an hour expect $900 an hour, Witches and Wizardress who can recover 3 and 4 times as much (variant schemas to explain striperic costumes) expect 3 and 4 times as much and then some have unusual abilities, access to power boosting artifacts, or simply aburdly high skill (like Enchanting-50) that cost even more to hire, meaning they can expect wages of like $5,000 an hour and they might be no more then 20 years old and have a life expectancy measured in millennia. EDIT: Quote:
The Slow and Sure Enchanting rules, as currently written, DO NOT give you weekends off. The effect on team morale of taking weekends off would be insane, given that times already stretch into the years. Now I have a spreadsheet at hand for size 60 teams doing S&S and modifying them for size 6 teams +1/+2/+3 Swords would take the following time, in days: 42/167/834, subtract 4 and you get the number of WEEKS it would take to make them at your proposed rate. And +6 Swords are a thing, expect at the rate you want they'd take over 1,200 years to make. Basically if Enchanters can't get weekends off because if they did S&S Enchanting wouldn't be practicle Last edited by scc; 07-11-2024 at 06:12 AM. |
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| Tags |
| economics, magic items, thaumatology, worldbuilding |
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