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 Post subject: Chemistry - Base Costs
PostPosted: Sun Apr 15, 2018 3:32 pm 
Kiri Genin
Kiri Genin
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Joined: Sun Jan 12, 2014 1:03 am
Posts: 1278
Location: Oregon
Hey y'all,

So I wanted to open a dialogue for figuring out a price point for the three levels of Chemistry crafting that are vague at best. The only mention of a price that I can recall is in the description of Master grade Poisons in the Poison guide, stating that they are "outrageously expensive". This leaves Apprentice and Journeyman level Chemistry works woefully undefined, I suggest that we slap a base cost associated with each rank. I also believe there should be some case by case additional costs depending on the nature of the item but setting a base value to each rank would be greatly helpful to any and all using Chemistry.

I was given a suggestion by Ayano* to include materials from our Price List for Chemistry products, which I think is spot on and in line with the other crafting styles. However, I feel this list is too limiting and the values too cheap for the true value some products can grant. Here are the items on the current list that I could see being applicable:
  • Simple Liquids(Oils, wax, etc) | 2,000 ryo/liter
  • Glass | 3,000 ryo/2lbs
    • Vials | 500
    • Flasks | 500/small | 1,000/medium | 1,500/large
Unfortunately, the above materials hardly constitute the "outrageously expensive" requirement for Master level Chemistry goods, even with outrageous quantities of the above six items. I’ll shoot out some rough numbers and hopefully, we can come up with something more concrete together if y’all like the idea!

Base costs:
Apprentice: 20,000-50,000
Journeyman: 50,000-100,000
Master: 100,000-300,000

Let me know your thoughts!

Stats n' Stuff:
Strength: Average +1 (Proficient Kenjutsu)
Constitution: Proficient
Stamina: Proficient +1
Reflexes: Masterful +1 (Epic Kenjutsu)
Coordination: Proficient +1 (+2 Ninjutsu | Masterful Kenjutsu)
Wisdom: Proficient

Kenjutsu - Specialist
Ijutsu - Major
Ninjutsu - Major
Chemistry - Journeyman
Fuuinjutsu - Minor

Might: 2
Will: 2
Fate: 0

Age: 14

Character Sheet
Chemistry Shop

PostPosted: Sun Apr 15, 2018 3:59 pm 
Uchiha Seto
Uchiha Seto
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Joined: Mon Apr 06, 2015 7:20 pm
Posts: 639
I have also noticed an added input as far as crafting goes. There seems to be less incentive to waste CP on crafting styles on the bottom line for people creating characters. I will be honest I never saw any motivation for myself to create a character that gains anything for taking the style. I have noticed before restart we had a healthy selection and people were willing to do it.

I have also noticed since restart that only a select few have taken the styles and with us making weapons or anything being tied to their being crafters. I wanna know how we could tackle the lack of crafting depth that either people feel it is not rewarding to make it thus preventing people who want to get stuff made do not have the avenue.

With that being said, I have two suggestions.

1. We increase what the crafter itself gains from using the CP from the cap to take the style. I realize that they gain infamy/fame based on a percentage of the user of said item. They also gain Ryo from it. But, that doesn't seem to motivate people to create crafters. Perhaps a change that could be made would instead have Apprentice and Journeyman FS CP cost not count toward the ACP. But, have the Master count toward the ACP. What this may do is drive atleast some people to take up crafting on some characters and perhaps of it behooves them to keep progressing they can take the tax of it being added to ACP for master. Now, I realize we would also run into a problem with too many people spending the CP for the first two levels and everyone doesn't go to Mastercraft. So, here is a proposed solution:

A. Set a hard cap limit to how many each village can have Apprentice and Journeyman.
B. Do not set a max limit for mastercrafter but, the bonus for spending the CP on the mastercraft going into ACP yields more. Increase the value of the fame/infamy they gain from people who kill/do things with those weapons. Perhaps offer a discount rate on materials in the store for mastercrafters as an incentive to take that next step.


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