Hi,
By my calculations, it looks like Craftsman is a money-making skill, while most of the production skills are RP skills. Please convince me otherwise
Assumptions:
1) Production items are sold for double cost (Justification: I've never seen someone charge more in the three chapters I've played at, and indeed I've heard of people selling them back to logistics at cost, and I've seen a lot of stuff given away.)
2) Characters are not MWE or Dwarf Blacksmith. But I will make some notes about how it changes.
3) Even if a producer uses his/her own item, I consider the cost to be the same (since it is the amount of lost profit).
4) Workshops cost 10 gold and are used for 4 events per year (some chapters only have 4 per year, some have events at nonstandard locations which prohibit workshop use, and some players don't play every game).
5) I am NOT including costs for pre-requisite skills (read/write, etc). My case would be even stronger with them...
Craftsman: 1 silver per 2 build. [Craftsman MWE: 1 silver per build]
Production:
* Less than 10: 5 copper per 3 build [Dwarf: 5 copper per 2 build]. [Calculation: One batch gives 1 silver of value but costs 5 copper to produce, and 10-5=5.]
* Less than 10, with double production from workshop: 1 silver per 3 build [Dwarf: 1 silver per 2 build, like craftsman]
* At least 10: 8 copper per 3 build [Dwarf: 8 copper per 2 build]. [Calculation: First batch costs 4, second costs 8. Total worth 20 copper. 20-4-8=8].
* At least 10, with double production from workshop: 16 copper per 3 build [Dwarf: 16 copper per 2 build].
Comparisons of profits per 30 build (30 is used for comparison since it is the least common multiple of 2 and 3):
Craftsman: 15 silver per day
Production <10: 5 silver per day [Dwarf: 7.5 silver per day]
Production <10, with workshop: 10 silver per day, will never pay off workshop cost in comparison to craftsman [Dwarf: 15 silver per day, will also never pay off workshop cost]
Production >10: 8 silver per day [Dwarf: 12 silver per day]
Production >10, with workshop: 16 silver per day, will take 12.5 years to break even on the cost of the workshop. [Dwarf: 24 silver per day, will pay off the workshop in 6 events and start making big bucks.]
Other revenue:
* Alchemy: anyone with Alchemy 1 and a lab can apply weapon coatings to arrows/bolts at double effectiveness. I don't know what the standard charge of this is, but there is no cost to the alchemist.
* Blacksmithing: Strengthening and silvering weapons has additional costs (50 silver for strengthening, 15 silver for silvering for weapons - or 1 per arrow/bolt), with no added production cost. Charging double cost would significantly increase income.
* Any others I'm missing?
Conclusions:
A) Since most characters don't last 12.5 years, it is more profitable to be a craftsman than a producer (unless you are a dwarf blacksmith). However, having a production skill is more of a defining RP factor in your character since you may be selling things!
B) Producers who want money in addition to RP should increase their prices. For example, 2.5 times production cost would give a journeyman with a workshop 26 silver per day, which could pay off the lab costs in a year. [Cost 4 for first batch, 8 for second, 12 for third; Price 15 for each; Profit 45-4-8-12=26 copper per 3 build]
Food for thought: is "having access to these items" worth the difference? Or is the 100 production points of items per event (from goblin stamps from $10 of food donations) enough for most players? For some players, it may even be enough to sell these 100 pp of items for 2 gold per event...
I'd like to hear your thoughts!
By my calculations, it looks like Craftsman is a money-making skill, while most of the production skills are RP skills. Please convince me otherwise

Assumptions:
1) Production items are sold for double cost (Justification: I've never seen someone charge more in the three chapters I've played at, and indeed I've heard of people selling them back to logistics at cost, and I've seen a lot of stuff given away.)
2) Characters are not MWE or Dwarf Blacksmith. But I will make some notes about how it changes.
3) Even if a producer uses his/her own item, I consider the cost to be the same (since it is the amount of lost profit).
4) Workshops cost 10 gold and are used for 4 events per year (some chapters only have 4 per year, some have events at nonstandard locations which prohibit workshop use, and some players don't play every game).
5) I am NOT including costs for pre-requisite skills (read/write, etc). My case would be even stronger with them...
Craftsman: 1 silver per 2 build. [Craftsman MWE: 1 silver per build]
Production:
* Less than 10: 5 copper per 3 build [Dwarf: 5 copper per 2 build]. [Calculation: One batch gives 1 silver of value but costs 5 copper to produce, and 10-5=5.]
* Less than 10, with double production from workshop: 1 silver per 3 build [Dwarf: 1 silver per 2 build, like craftsman]
* At least 10: 8 copper per 3 build [Dwarf: 8 copper per 2 build]. [Calculation: First batch costs 4, second costs 8. Total worth 20 copper. 20-4-8=8].
* At least 10, with double production from workshop: 16 copper per 3 build [Dwarf: 16 copper per 2 build].
Comparisons of profits per 30 build (30 is used for comparison since it is the least common multiple of 2 and 3):
Craftsman: 15 silver per day
Production <10: 5 silver per day [Dwarf: 7.5 silver per day]
Production <10, with workshop: 10 silver per day, will never pay off workshop cost in comparison to craftsman [Dwarf: 15 silver per day, will also never pay off workshop cost]
Production >10: 8 silver per day [Dwarf: 12 silver per day]
Production >10, with workshop: 16 silver per day, will take 12.5 years to break even on the cost of the workshop. [Dwarf: 24 silver per day, will pay off the workshop in 6 events and start making big bucks.]
Other revenue:
* Alchemy: anyone with Alchemy 1 and a lab can apply weapon coatings to arrows/bolts at double effectiveness. I don't know what the standard charge of this is, but there is no cost to the alchemist.
* Blacksmithing: Strengthening and silvering weapons has additional costs (50 silver for strengthening, 15 silver for silvering for weapons - or 1 per arrow/bolt), with no added production cost. Charging double cost would significantly increase income.
* Any others I'm missing?
Conclusions:
A) Since most characters don't last 12.5 years, it is more profitable to be a craftsman than a producer (unless you are a dwarf blacksmith). However, having a production skill is more of a defining RP factor in your character since you may be selling things!
B) Producers who want money in addition to RP should increase their prices. For example, 2.5 times production cost would give a journeyman with a workshop 26 silver per day, which could pay off the lab costs in a year. [Cost 4 for first batch, 8 for second, 12 for third; Price 15 for each; Profit 45-4-8-12=26 copper per 3 build]
Food for thought: is "having access to these items" worth the difference? Or is the 100 production points of items per event (from goblin stamps from $10 of food donations) enough for most players? For some players, it may even be enough to sell these 100 pp of items for 2 gold per event...
I'd like to hear your thoughts!