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Material Costs for Forging


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#1 Einlanzer

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Posted 27 February 2013 - 03:41 AM

So I'm curious about making a blacksmith type character and I've got all the work up for it however I can't seem to find anywhere that has prices for crafting materials. Anyone know where I can find this?



#2 CyrusRangue

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Posted 13 March 2013 - 05:55 AM

The way I've been handling this in my game is that the prices listed in the core book are the material costs for those items, then they get raised according to region/taxes/supply & demand etc. once in-game. That gets you something plain though, if you want to buy gold and gems and stuff to decorate it that costs a bit more but usually comes with some kind of minor style bonus when using it.

In the end it depends on who is running the game and if they feel like breaking down the costs for the individual materials you need/want to use. Naturally, material for an electra or even black steel sword will cost more than regular steel or iron for the same weapon.



#3 Guards

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Posted 13 March 2013 - 10:54 AM

CyrusRangue said:

The way I've been handling this in my game is that the prices listed in the core book are the material costs for those items, then they get raised according to region/taxes/supply & demand etc. once in-game. That gets you something plain though, if you want to buy gold and gems and stuff to decorate it that costs a bit more but usually comes with some kind of minor style bonus when using it.

In the end it depends on who is running the game and if they feel like breaking down the costs for the individual materials you need/want to use. Naturally, material for an electra or even black steel sword will cost more than regular steel or iron for the same weapon.

So we should add blacksmiths to the starving artist catergory? Because if you are selling things at the price it costs to make them you would have to sell everything you make to break even, granted supply and demand could give you some leeway but probly not enough to live off. 

Here are some of my suggestions, the cost of materials is one third the cost of the item. This can with good business planning give a dedicated blacksmith money to live off of between sales of said material. If you emblish it with designs raise the difficulty and the price of the final product without really messing with the material cost except if add gems and or gold silver etc, which is one third of the tacked on new price for said embeleshments. 

In the case of potentially +5 etc materials calculate the cost like so. 

The cost of materials to make a black steel sword lets would be 1/3 the cost of the type of +5 sword you are trying to make. 

Your player screwwed the pouch and ended up with a -5 due to bad die rolls? Well smelt it down and restart. You can smelt any weapon back to it's raw components worth well 1/3 the price of the would be maximized final product. With this you can take looted gear you don't want smelt it down and BAM! Raw materials for stuff you do want. 

This way if you mess up you wasted time more than  money, arguably wasting time working is wasting money but i digress.

I hope this helped balance and tweak it as you see fit.



#4 CyrusRangue

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Posted 14 March 2013 - 05:48 AM

Guards said:

So we should add blacksmiths to the starving artist catergory? Because if you are selling things at the price it costs to make them you would have to sell everything you make to break even, granted supply and demand could give you some leeway but probly not enough to live off. 

Not by any means, my players only get things for those prices at character creation. They usually pay a good 15 to 20% more for something made by someone else and that's only considering that person's labor time in making it. For a longsword that comes out to about a gold piece for a week's labor (5G material +20%), most peasents in Anima would be elated to make a gold in a week. If the region has high tax or the materials are exceptionally rare, the price goes way up. If buying from a big trading conglomerate, you might get the sword for 5G or even less depending on how cheap they can get the steel or iron and how fast they can have them maufactured.

Given that in Anima the average person who isn't a merchant lives on tens of gold per year rather than hundreds, I feel like it makes the fact that weapons and armor are a significant investment for most people more real to the player.

Even smiths don't make a killing on each piece sold, especially since they wouldn't primarily sell weapons as a living that's just not realistic. Most smiths get by selling the everyday stuff, and probably only make a few silver on each set of horseshoes or whatever else the might sell. But that's more than enough to feed a family and pay for a house.

Like I said before though, ultimately it depends on the style of the game. There isn't anything written anywhere in the books as to what this stuff should cost material-wise, even in prometheum exxet. Everything else is just my take on the game world and what my players feel is fair.



#5 Guards

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Posted 14 March 2013 - 11:19 AM

CyrusRangue said:

Guards said:

 

So we should add blacksmiths to the starving artist catergory? Because if you are selling things at the price it costs to make them you would have to sell everything you make to break even, granted supply and demand could give you some leeway but probly not enough to live off. 

 

 

Not by any means, my players only get things for those prices at character creation. They usually pay a good 15 to 20% more for something made by someone else and that's only considering that person's labor time in making it. For a longsword that comes out to about a gold piece for a week's labor (5G material +20%), most peasents in Anima would be elated to make a gold in a week. If the region has high tax or the materials are exceptionally rare, the price goes way up. If buying from a big trading conglomerate, you might get the sword for 5G or even less depending on how cheap they can get the steel or iron and how fast they can have them maufactured.

Given that in Anima the average person who isn't a merchant lives on tens of gold per year rather than hundreds, I feel like it makes the fact that weapons and armor are a significant investment for most people more real to the player.

Even smiths don't make a killing on each piece sold, especially since they wouldn't primarily sell weapons as a living that's just not realistic. Most smiths get by selling the everyday stuff, and probably only make a few silver on each set of horseshoes or whatever else the might sell. But that's more than enough to feed a family and pay for a house.

Like I said before though, ultimately it depends on the style of the game. There isn't anything written anywhere in the books as to what this stuff should cost material-wise, even in prometheum exxet. Everything else is just my take on the game world and what my players feel is fair.

You make a fair point mine works very well for my game, now that you have explained it further i can see why that why it would work for yours. 

Cheers.






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