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Old 11-08-2013, 12:58 PM   #11
Anthony
 
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Default Re: [RPM] [Economics] [Fantasy] How much for a Spell? For Energy?

Unless there's rules in another book (I only have MH1) to reduce the risk of critical failures, the major cost of rituals isn't for energy, it's for the chance of a critical failure with a minimum effect of 20 energy.
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Old 11-08-2013, 01:02 PM   #12
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Default Re: [RPM] [Economics] [Fantasy] How much for a Spell? For Energy?

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Originally Posted by Anthony View Post
Unless there's rules in another book (I only have MH1) to reduce the risk of critical failures, the major cost of rituals isn't for energy, it's for the chance of a critical failure with a minimum effect of 20 energy.
The RPM book increased that to 30 energy - but yeah, that's going to be the major source of costs. RPM is risky if you're doing it all the time.
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Old 11-08-2013, 01:50 PM   #13
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Default Re: [RPM] [Economics] [Fantasy] How much for a Spell? For Energy?

"Factors affecting supply

Innumerable factors and circumstances could affect a seller's willingness or ability to produce and sell a good. Some of the more common factors are:

Good's own price: The basic supply relationship is between the price of a good and the quantity supplied. Although there is no "Law of Supply", generally, the relationship is positive, meaning that an increase in price will induce an increase in the quantity supplied.

Prices of related goods: For purposes of supply analysis related goods refer to goods from which inputs are derived to be used in the production of the primary good. For example, Spam is made from pork shoulders and ham. Both are derived from pigs. Therefore pigs would be considered a related good to Spam. In this case the relationship would be negative or inverse. If the price of pigs goes up the supply of Spam would decrease (supply curve shifts left) because the cost of production would have increased. A related good may also be a good that can be produced with the firm's existing factors of production. For example, suppose that a firm produces leather belts, and that the firm's managers learn that leather pouches for smartphones are more profitable than belts. The firm might reduce its production of belts and begin production of cell phone pouches based on this information. Finally, a change in the price of a joint product will affect supply. For example beef products and anani sikim leather are joint products. If a company runs both a beef processing operation and a tannery an increase in the price of steaks would mean that more cattle are processed which would increase the supply of leather.

Conditions of production: The most significant factor here is the state of technology. If there is a technological advancement in one good's production, the supply increases. Other variables may also affect production conditions. For instance, for agricultural goods, weather is crucial for it may affect the production outputs.

Expectations: Sellers' expectations concerning future market conditions can directly affect supply. If the seller believes that the demand for his product will sharply increase in the foreseeable future the firm owner may immediately increase production in anticipation of future price increases. The supply curve would shift out.

Price of inputs: Inputs include land, labor, energy and raw materials. If the price of inputs increases the supply curve will shift left as sellers are less willing or able to sell goods at any given price. For example, if the price of electricity increased a seller may reduce his supply of his product because of the increased costs of production.

Number of suppliers: The market supply curve is the horizontal summation of the individual supply curves. As more firms enter the industry the market supply curve will shift out driving down prices.

Government policies and regulations: Government intervention can have a significant effect on supply. Government intervention can take many forms including environmental and health regulations, hour and wage laws, taxes, electrical and natural gas rates and zoning and land use regulations.

This list is not exhaustive. All facts and circumstances that are relevant to a seller's willingness or ability to produce and sell goods can affect supply. For example, if the forecast is for snow retail sellers will respond by increasing their stocks of snow sleds or skis or winter clothing or bread and milk."

http://en.wikipedia.org/wiki/Supply_...fecting_supply


So, first question -- how many mages do you have?
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Old 11-08-2013, 02:16 PM   #14
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Default Re: [RPM] [Economics] [Fantasy] How much for a Spell? For Energy?

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Originally Posted by Figleaf23 View Post
So, first question -- how many mages do you have?
Let's say that we have 1%-10% of the population born with some mixture of RPM Adept. RPM working how it does, Magery is probably best left learn-able just like skills, as is Thaumatology and the Paths. TLs in the 3-4 range. How would that go for villages, for towns, for cities?
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Old 11-08-2013, 02:28 PM   #15
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Default Re: [RPM] [Economics] [Fantasy] How much for a Spell? For Energy?

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Originally Posted by Langy View Post
The RPM book increased that to 30 energy - but yeah, that's going to be the major source of costs. RPM is risky if you're doing it all the time.
Luck is going to be crucial here, yes.
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Old 11-08-2013, 02:34 PM   #16
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Default Re: [RPM] [Economics] [Fantasy] How much for a Spell? For Energy?

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Originally Posted by Asta Kask View Post
Luck is going to be crucial here, yes.
Of course, we're running into the routing task criticals problem: critical percentages make complete sense under adventuring conditions, but even if you have modified skill 16 and are allowed to reroll a critfail once, something like 20% of the drivers in a city should critically crash throughout their lifetimes.

Logically, No Nuisance Rolls shouldn't be cinematic under routine circumstances.

But I wonder about the pricing both with and without the non-adventuring softness.
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Old 11-08-2013, 03:20 PM   #17
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Default Re: [RPM] [Economics] [Fantasy] How much for a Spell? For Energy?

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Originally Posted by vicky_molokh View Post
Of course, we're running into the routing task criticals problem: critical percentages make complete sense under adventuring conditions, but even if you have modified skill 16 and are allowed to reroll a critfail once, something like 20% of the drivers in a city should critically crash throughout their lifetimes.
That's not all that ridiculous, to be fair.
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Originally Posted by vicky_molokh View Post
Logically, No Nuisance Rolls shouldn't be cinematic under routine circumstances.
Problem is, a roll like that isn't a nuisance roll, because it has real consequences on failure. Nuisance rolls are rolls that are annoying but irrelevant.
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Old 11-08-2013, 03:42 PM   #18
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Default Re: [RPM] [Economics] [Fantasy] How much for a Spell? For Energy?

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Problem is, a roll like that isn't a nuisance roll, because it has real consequences on failure. Nuisance rolls are rolls that are annoying but irrelevant.
Rolls to successfully grab a building while swinging on climbing lines have very real consequences on a failure, and yet that's where NNR comes from.
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