Cutting some prices; impact?


Homebrew and House Rules


1) I'm considering cutting the prices for slings & bows (but not crossbows) down to one-tenth of RAW prices.

Yes, slings & simple bows would be priced in sp not gp--and be comparable to most other weapons. Compound bows would cost one-digit gp and be ranked among other complex weapons. Note that launchers count as crossbows.

Honestly, did I miss an official errata on this?

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2) I also want to cut the price of all consumables in half. Round any odd prices up.

This should make consumables better afforded, both for purchase and for use if found in loot.

Note that in a separate thread I suggest letting Crafters create an item for no more than half-price, so with this change too, PCs who craft consumables would be able to make them for 1/4 RAW price in 4 Downtime days, or even less if they spend more time. They also could craft consumables for 1/4 RAW price in exploration mode, although that would take a week and no additional time would be allowed.

What do you all think?


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Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

As to slings... regular slings are free, are you raising their price to a SP? As to Bows, since it seems like most people agree that they are generally speaking the absolute best ranged martial weapons for most circumstances, I question the sense of dropping its price down by a factor of 10. While if you really feel like it costs too much I don't know it would be that big to cut the price in half.

If you're going to make a bow that is 1/10 the given bow's price, I'd suggest you designate a Hunters Shortbow and make it 1/10 the price (still martial, but you might give it to certain NPCs or even classes as a proficient weapon) but drop its damage die by 1 step, and probably its deadly die by a step. I'd also consider dropping its range increment by 10' to keep it separate. Gives you something that can represent the cheap bow you might see out made out in the wilderness quickly, or owned by poor rural populace that is primarily using it to hunt game, rather than a full weapon of defense/offense. Otherwise, if you make the ranged weapon that has been already given the biggest edge in most circumstances, also the cheapest weapon, you are really pulling the rug out from under any other ranged weapons and potential flavor. (if you're fine, or even prefer that, then go away, but realize that was your prerogative)

So yes, I don't know that cutting the cost of any general category in half, especially something like consumables is going to have a giant impact. I've considered similar thoughts. Ranging from making given prices be price for a normal 'batch' of the item. (so normally 4) but might not make a single be 1/4 Might make it closer to 1/2 and 2 for 3/4, 3 for 4/5th and then 4 for the given price (or 1 for 1/3, 2 for 2/3, 3 for 3/4) or something like that.

Anyway, since consumables are consumed/used up, any change to price will be less impactful to the whole story, in my opinion, since it is a cost that gets eaten up and isn't a permanent resource. Be careful messing with the price, and messing with the crafting in a different way, and messing with the sale price, that you don't want to create a situation where crafting consumables becomes a golden goose allowing you to churn out unintended profits.

I considered trying to speed up the speed at which crafters made batches consumables, (like doubling their progress they make per day for additional time whenever working on a full batch) but likewise was considering making selling consumables have a base price of 1/4th their normal retail, rather than 1/2. Abilities that raise the sale price would still be able to raise it up to the normal eventual 100% of value. But the base starts at 1/4 instead of 1/2. Obviously, characters who are commissioned consumables can sell consumable at the price they agree to, and would generally be 100% retail in general. But commissioned sales will normally be part of the game story, so they shouldn't be something that blind-side's the GM with respect to party income.


Loreguard wrote:
As to slings... regular slings are free, are you raising their price to a SP?

Ooops! I was looking at the staff sling. 1/10th of nothing is still nothing.

Quote:

As to Bows, since it seems like most people agree that they are generally speaking the absolute best ranged martial weapons for most circumstances, I question the sense of dropping its price down by a factor of 10. While if you really feel like it costs too much I don't know it would be that big to cut the price in half.

If you're going to make a bow that is 1/10 the given bow's price, I'd suggest you designate a Hunters Shortbow and make it 1/10 the price (still martial, but you might give it to certain NPCs or even classes as a proficient weapon) but drop its damage die by 1 step, and probably its deadly die by a step. I'd also consider dropping its range increment by 10' to keep it separate. Gives you something that can represent the cheap bow you might see out made out in the wilderness quickly, or owned by poor rural populace that is primarily using it to hunt game, rather than a full weapon of defense/offense. Otherwise, if you make the ranged weapon that has been already given the biggest edge in most circumstances, also the cheapest weapon, you are really pulling the rug out from under any other ranged weapons and potential flavor. (if you're fine, or even prefer that, then go away, but realize that was your prerogative)

What my proposal does is to put compound bows into the price league of crossbows, when they're better weapons. Thing is, they're martial weapons while crossbows are simple weapons, so of course martial classes will get an advantage over STR-based non-martials (however many there may be). I don't have a problem with that. Do you really have one?

As for simple bows, compare the RW cost of forging a sword to that of making a bow. That's more like 10:1 the other way! But all that my proposed rule does is to lower the bow pricing to that of swords. And given that you can't add a bonus to a bow's damage, but can to a sword's, I don't understand why bows "ought" to cost ten times more.

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Quote:
So yes, I don't know that cutting the cost of any general category in half, especially something like consumables is going to have a giant impact....

Thanks for the reassurance! I'll think about batch crafting.


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Bitter-Lily wrote:

1) I'm considering

What do you all think?

There is no impact if you change the prices of weapons in the Equipment chapter. After level 2 it's not relevant anymore.

So go ahead, make a weapon ten times more or less expensive. Once the characters start purchasing magic weapons, the price of the underlying specific sort (axe, knife, crossbow) is just ignored.

As for Consumables, all you "risk" is players maybe actually purchasing a few. That won't wreck your campaign.

Shadow Lodge

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Non-Composite Bow prices are proportionately roughly the same as they have been in the last couple of editions (Composite Bow pricing can't really be compared as there is a significant difference in their mechanics, but not requiring the purchase of a new bow each time your strength bonus increases is a significant 'quality of life' upgrade in PF2e). PF1e prices are unchanged since AD&D2 (1989), and bows were a little bit cheaper back in AD&D1 (1978).


I really dont think that a change on the mundane bow price is going to be too relevant.

But the half price on consumables is spot on. I did it too and now my players buy them and actually use them.

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