Ok, this is niche, I know it. But I thought I would ask if anyone has ideas on improving this.
I am playing an 'artist' in a PF game (just think 3.5) and am trying to figure out what the prices for art should be. I haven't found any guidance in D&D material, including official and 3rd party.
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So first, I tried to figure out DC tiers for art, based on
normal human limits.
Level 1, unskilled: newb
- Int 10, Craft +0 == +0
- - range 1-20, Take-10 = 10 = Steady progress on
DC 10 projects
Level 1, specialist: student
- Int 11, Craft +(1+3), Skill Focus +3, masterwork tools +2 == +9
- - range 10 - 29, Take-10 = 19 = Steady progress on
DC 19 projects
Level 3, specialist: typical professional
- Int 11, Craft +(3+3), Skill Focus +3, masterwork tools +2, helper +2 == +13
- - range 14-33, Take-10 = 23 = Steady progress on
DC 23 projects
- (+2 if allow Synergy == +15)
- - ( range 16-35, Take-10 = 25 = Steady progress on
DC 25 projects
Level 5, specialist: legendary artist
- Int 12, Craft +(5+3), Skill Focus +3, masterwork tools +2, 2 spec helpers +(2*3) == +20
- - range 21-40, Take-10 = 30 = Steady progress on
DC 30 projects
- (+2 if allow Synergy == +22)
- - (range 23-42, Take-10 = 32 = Steady progress on
DC 32 projects)
- (+4 if allow 2 Synergies == +24)
- - (range 25-44, Take-10 = 34 = Steady progress on
DC 34 projects)
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Second, I tried to list a price that a real world artist of each caliber might expect in the real world. I fully recognize that real world art is hard to categorize, at least for me. Even ignoring the 'priceless' pieces, art can range from $15 -> $2,000,000+. So, did my best - if you have better suggestions please let me know
Also, things seemed to go crazy in the 80's, so going to pretend they never happened...
How about these equivalents?
DC 10 = $50
DC 19 = $500
DC 25 = $5,000
DC 30 = $50,000
DC 34 = $500,000
(rounded the numbers to 5*10
x, since simple and functional)
The idea is that this is the best work each tier can attempt.
- I think this is good for their 'best' attempt...but seems high for 'typical' work
- perhaps set typical to half this? allowing them to spend 2x time for best?
- during and after times of significant prosperity, the price should probably move up 1 tier, and stay elevated until there is a serious blow to civilization.
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Third, I tried to convert these prices to in-game values. I'd once figured US$1 = 1 cp, which seems to work for most of the low-cost items.
Talent | DC | Real Value | Game Value | Production | Completion |
Unskilled Newb | 10 | $25(50) | 2.5(5) sp | 10gp/wk | .25(.5) day |
Specialist Student | 19 | $250(500) | 25(50) sp | 36gp/wk | .7(1.5) days |
Specialist Professional | 25 | $2,500(5k) | 25(50) gp | 62gp/wk | 4(8) days |
Legendary Artist | 30 | $25k(50k) | 250(500) gp | 90gp/wk | 3(6) weeks |
Legendary Artist's Best | 34 | $250k(500k) | 2500(5k)gp | 115gp/wk | 22(44) weeks |
(The production rate depends only on DC and skill check.)
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Fourth, I am trying to come up with a random table whereby the artist's rep can rise/fall, along with the price their art commands.
Based on Skill:Perform, bringing in the functionality of 'agents'. (
thanks Kajhera!)
(If the artist's Craft check was below 20, subtract the difference
2 from the result)
-20%: serious faux pas
-5% @ for next 3 checks: one aspect of the artist's work is out of favor (GM's choice)
+5% @ for next 3 checks: one aspect of the artist'w work is in favor (GM's choice)
+20%: revered critic's or royal favor
(price mods from aspects are tracked for each individual aspect and fully stack)
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How does all that look?
Suggestions welcome
[Edit - bad calcs on production rate (and therefore time to completion), now fixed]
[Edit - started reputation section]