Skills and game world economy


Pathfinder First Edition General Discussion


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This may be an off shoot, but there may be a loophole.

Using the craft skill, one pays 1/3 the cost. The book also states that a player can only get 1/2 the list price when selling items.

So, let's do an example, say a heavy mace that costs 12gp.

I pay 4 gold to create the item. Assuming I make the roll, I create the mace with no problem. I then sell said mace in my shop for 6gp, for a profit of 2gp. Over time, wouldn't this either force other shops out of business or force them to drop prices, assuming I want to spend the down time to do so?


The best approach is "do not attempt to infer actual setting economics from rules designed solely to give simple answers when dealing with full-time adventurers selling off loot and dabbling in crafting."


Good point. The main base of this is an attempt to get more gold flowing. My group is a bit behind the curve on magic and armor for third level, but it looks like next session will fix that.


Jemalas wrote:

This may be an off shoot, but there may be a loophole.

Using the craft skill, one pays 1/3 the cost. The book also states that a player can only get 1/2 the list price when selling items.

So, let's do an example, say a heavy mace that costs 12gp.

I pay 4 gold to create the item. Assuming I make the roll, I create the mace with no problem. I then sell said mace in my shop for 6gp, for a profit of 2gp. Over time, wouldn't this either force other shops out of business or force them to drop prices, assuming I want to spend the down time to do so?

In a vacuum, it is profitable tactics. The rest falls under the interpretation of raw materials: does it cover the rental of the shop, the forge, the wear and tear and the tools, the food and lodging the character require while crafting, the taxes he might have to pay if he owns the shop etc.

Otherwise the craft skill already allows you to generate profit as per the profession skill.

'findel

Shadow Lodge

Jemalas wrote:

This may be an off shoot, but there may be a loophole.

Using the craft skill, one pays 1/3 the cost. The book also states that a player can only get 1/2 the list price when selling items.

So, let's do an example, say a heavy mace that costs 12gp.

I pay 4 gold to create the item. Assuming I make the roll, I create the mace with no problem. I then sell said mace in my shop for 6gp, for a profit of 2gp. Over time, wouldn't this either force other shops out of business or force them to drop prices, assuming I want to spend the down time to do so?

something my wife is doing in one of my home campaigns, is using the cleric/druid spell to turn normal quality into master work, then adding magic for 1k gold and using the leadership feat to have her cohort sell the items in her shop while away. in an area with a high "adventurer" content she stands to make a killing. she got around the needing to buy a shop with engineering, stone wall and summon monster lol. made her own house in the city in a few days.

needless to say the local magic shop owner wasn't very happy.

Liberty's Edge

Jemalas wrote:

This may be an off shoot, but there may be a loophole.

Using the craft skill, one pays 1/3 the cost. The book also states that a player can only get 1/2 the list price when selling items.

So, let's do an example, say a heavy mace that costs 12gp.

I pay 4 gold to create the item. Assuming I make the roll, I create the mace with no problem. I then sell said mace in my shop for 6gp, for a profit of 2gp. Over time, wouldn't this either force other shops out of business or force them to drop prices, assuming I want to spend the down time to do so?

I am the owner of the shop next door, I sell weapons.

I came into your shop, buy all your wares and sell them at full price in my shop.
After a few years of playing EVE this people underselling this way scream "target" in a loud voice.

Laurefindel wrote:


In a vacuum, it is profitable tactics. The rest falls under the interpretation of raw materials: does it cover the rental of the shop, the forge, the wear and tear and the tools, the food and lodging the character require while crafting, the taxes he might have to pay if he owns the shop etc.

Otherwise the craft skill already allows you to generate profit as per the profession skill.

'findel

Under current rules most of those costs are subsumed under the raw materials.

Taxes are a grey area. some are under lifestile, some should be considered separately.
Food and lodging are under the cost of living rules:

Destitute (0 gp/month):
Poor (3 gp/month):
Average (10 gp/month):
Wealthy (100 gp/month):
Extravagant (1,000 gp/month): Th

Let's look at our guy possible profits.
We give him a nice +12 to his craft skill (14 int, class skill, 5 skill rank) and masterwork tools.
Simple weapon DC 12.
He can take 10 and regularly get a result of 22, so he use the option to increase the DC for faster crafting.

Every week of work he will produce 22x22 sp of weapons
So 48.4 GP, 4 maces every week.
he use 16 gp of materials.
Sell the maces for 24 gp, he get 8 gp every week.
He get a grand total of 32 gp/month as his income, so he get enough to live a better than average lifestile, but worse than wealthy.

His neighbour next door sell the same mace at 12 gp and has the same skills.
He get 32 gp every week. 128 gp/month and live a wealthy lifestile.

Both are master weapon smiths with decidedly above average skills.

If you add some fixed tax cost I doubt that the first guy will ever be capable to sustain his average lifestile.

Contributor

Moved thread.


Jemalas wrote:
Good point. The main base of this is an attempt to get more gold flowing...

This game is not an eco simulation and thus there are loopholes all over the rules.

BUT, under normal game masters, adventuring will always give you much more income than anything else and if your game master is not giving out that much, chances are he won't fall for your little side buisness.


Yeah the crafting rules do not make that much money. Anyway I think most blacksmith npcs should have skill focus or something similar so they are good at their job.

Also the gm may make plot hooks about this like the thieves guild is secretly in bed with the blacksmithing guild. And then your shop has people trying to extort it. But this could lead to adventure and fun.


Well if we are talking Golarion you can always raid a village or two for slaves. Average sell price is 50-100 gp each. Add that with looting the town and that could pay for that ring of warmth pretty quick.

Oh and for you "good" parties out there.. raid an EVIL village for slaves. There. Done. Next.


The one that got me is the hedge magician trait:
It lowers the cost of any item creation feat by 5%, so you can build an item that costs 2000 gold and net 25 gold per day selling it for half price.

Assume a 5 day week and that you work 50 weeks a year and you net 6250 gp a year. (or 5050 assuming a wealthy lifestyle)


The key point you people miss is that selling an item or a hundred isn't supposed to be automatic and instantenous. When using the craft skills to earn money, they should be rolled like proffession skills, because it involves the time and work it takes to find a buyer.

The same goes for item creation - Yeah, you can create a 2000 gp item a day, but can you really find a buyer each day? If you're lucky you might get a special order from some high-end military group, but that's not something to take for granted.

That said, skilled craftsmen WOULD be quite wealthy compared to the average guy, and magic item creators far more. If you do run a magic item workshop, you can probably afford a wealthy-to-extravagant lifestyle.

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