|Actually, the source post is a bit|
Tuesday, July 26, 2016
Crafting: Simplified Crafting System
Dungeon Fantasy 8 has a section on deriving the cost of raw materials from monsters. As a note, I think the formula is a bit convoluted, and since a lot of monsters nowadays have easily accessible CER values, let's instead just do a conversion factor and say that the dollar amount per pound of product extracted from a monster is CER/5. This actually gives significantly more than the example shown, but hey, dividing by 5 is easy.
In any case, that is... somehow maybe not relevant? Good thoughts I think, but pretty irrelevant. Raw materials for making stuff are about 1/5 the price of the raw product, 4/5 of the price is labor. this is marked up to make a living, so again, that makes 10% of the cost raw materials, 40% is labor, and 50% is profit.
So, 10% of the cost of an item is typically raw materials. The labor is 40%. So if we want to forge a sword that is $1000, that means the labor to produce it is $400. We can now use the chart on p. 517 of Basic Set - Campaigns for typical monthly salary. If we pretend we are in pseudo TL3, our monthly typical pay is $700. A month of work, pretending they had fair labor and OSHA and weekends and etc, is around 160 hours of work, so about $4.38 worth of sword is made an hour with our $100 worth of metal. It will take us about 92 hours to make $400 (actually, $402.96) worth of sword, or 11 and a half working days. The obvious skill to make this sword is Armoury (Melee Weapons).
For typical salaries for a lot of jobs one might be interested in checking out Low-Tech Companion 2.
This makes creating all items simply a matter of time. A Very Fine version of our sword costs $20,000, and simply takes 1,840 hours, or nearly a year to make. Of course, someone with a lot of skill can easily do a rush job and make things go faster by using Haste a la Basic Set - Campaigns, p. 346. I'm thinking that a skill modifier for having an enhanced cost factor might be necessary too, but an easy rubric for calculating the penalty doesn't occur to me and the easy method (linear) makes things either too easy for small enhancements, or too hard for big enhancements (which Dungeon Fantasy is full of.) So I'm thinking of employing the speed/range table which gives us a bit of a logarithmic curve, but is easier than coming up with a logarithmic equation. The penalty for a craft skill to create something with a CF of +N is found by looking up N in the yards column and then taking the negative number in the Speed/Range table. It might make sense to have techniques for some of the common modifiers, but maybe locking them behind prerequisites, because when a character can soak -10 for Haste and -6 for Very Fine and they just start p**ping money, things might break.