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  • Crafting costs

    Well, with crafting apparently on the table now, I think its best to remind the team of an old issue that bugs my characters. Namely, crafting costs for potions and wands. They are ridiculously high.

    Scrolls and potions sold by NPCs are far cheaper. Its sad when people ask Catalina for healing potions, and I have to tell them sure, 250gp for one cure LIGHT wounds potion. That gets sold in the temple for what, 20gp? It only gets worse as the level goes up too. Cure moderate goes for 1000gp a bottle (you can get what, 20 for that much from the NPCs?), and cure serious goes for 2250 gp for one potion! Thats at cost of course, meaning zero profit.

    Wands of course are far worse. A wand of cure serious wounds, Serena can make for a mere 45000 gold. Yeah....come on. Flame strike is the worst. Sure its a damage spell with the flick of a wrist, but 54000 gold for it? No one has ever asked for one, nor will they ever.

    And of course, these are completely unaffordable even to use for my own characters (hey I had to take feats for these!). Money is really quite rare unless all you do is grind all day.



    So the suggestion I'm going to make is simple, flat pricing for everything. It would be much easier on everyone, and make more sense, than prices that are all over the place.

    Potions need a drastic drop in prices. I don't think any potions for sale in Sundren are even over 100gp. That should be reflected in the costs for players to make potions. I'd say going by healing potions, maybe 10 GP for level 1 potions, 30 for 2nd, and say 50 for 3rd? Cantrips should be free, considering a bottle costs 6gp or so. The idea of course is that, you can make potions, and sell them for the same price as the NPCs for a small profit.

    Wands obviously shouldn't be more than 50 times the same price for the potion, otherwise why ever buy a wand? 500, 1500, 2500, 4000 would be good, and then say, 100 for cantrips.

  • #2
    You should take this to Obsidian. They're the ones that harcoded the Spell Levels in a 2da. To do what you want we would have to code in a entry for every single spell in the game for every single spell level.

    Just so you get an idea how big this is, I'm looking at the spells.2da and there are around 2000 entries in it. Lets assume half of those are valid. Because we have to have code for scrolls at caster level as well, we have to code all spells level 1 - 9. Assuming we cap caster levels at 20, 1000 spells at 20 different caster levels each = 20,000 entries.

    Yeah.. it ain't going down like that.
    Now what you can do to get this working correctly for spell levels is go to Obsidian and beg them to include a function to pass along a spell caster level to the Add IPRP instead of only allowing us to read from the 2da.

    Obsidian set the values for spells, thats why flamestrike and flame arrows are so damn expensive to make.

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    • #3
      Originally posted by sharringtonm View Post
      You should take this to Obsidian. They're the ones that harcoded the Spell Levels in a 2da. To do what you want we would have to code in a entry for every single spell in the game for every single spell level.

      Just so you get an idea how big this is, I'm looking at the spells.2da and there are around 2000 entries in it. Lets assume half of those are valid. Because we have to have code for scrolls at caster level as well, we have to code all spells level 1 - 9. Assuming we cap caster levels at 20, 1000 spells at 20 different caster levels each = 20,000 entries.

      Yeah.. it ain't going down like that.
      Now what you can do to get this working correctly for spell levels is go to Obsidian and beg them to include a function to pass along a spell caster level to the Add IPRP instead of only allowing us to read from the 2da.

      Obsidian set the values for spells, thats why flamestrike and flame arrows are so damn expensive to make.
      I'm rapidly gaining the impression that Obsidian is a pretty terrible company.
      Sammael Redstone - Country-raised sorceror, knows his drink

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      • #4
        I was under the impression that crafting was done through scripts. I'm sure it would be far easier to find the script that calculates the cost and change it. I don't see a need to change the spell levels, just the gold costs. The cost is currently the same as PNP (and its just as overpriced there too) which is spell level x caster level x (25g for scrolls, 50g for potions, 750g for wands). That can't be much more than a few lines in a function somewhere (of course, buried in thousands of lines of code).

        And well, if they are hard coded, then you could always make a new feat and script to go with it. Yes that would probably be a real pain in the ass.

        I'm aware its probably a lot of work either way, but as it is now, brew potion and craft wand are largely useless feats. I feel like I kind of want my feats back if the costs are never going to be changed. I think everyone would be more grateful if they were turned into useful feats, though.

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        • #5
          The modifiers are in the scripts. But changing a x750 to x500 when its multiplying vs 500 isn't going to make that much of a difference in the big picture. Your still never going to do it.

          And your last line is a warning about whats about to happen here.. so thanks for the suggestions, but I'm locking this before any one starts demanding feats replaced and getting mad when we won't.

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