Professions in draft 4 only Grant 1 silver, or 1 CM of choice, max 10 / LP
Merchant(2) in draft 4, gives 3 CM, with the option to gain up to 5 more at a cost of 2 Silver each.
CM have a treasure Policy of 20 (2 silver)
Toolkits, in their emulation of Workshops have a 5g, and 25cm (also valued at 2s each instead if 1s) making their cost 10g (same as workshops)
However this create disparity because CM now have 3 different locations and 2 different values.
I as a Profession having character value CM at 1s, but TP values it at 2s. Merchant can make a degree if sense as it is "retail cost at market". Toolkits have the TP of 10g, despite that most consider them to be 7.5g. Because until now CM has been consistently 1s, as it was a replacement to the 1s per crafting level needed.
In crafting, this creates disparity because I can spend 1CM (TP 2s) and make 1 cure 5 potion, which is TP: 1s (I think). So either, it is more TP efficient to not drop CM, and drop raw production instead. Or, craftspeople are overpaying for their crafts because 1 Herb is 2s, but still only makes 1 Cure 5, which is a 1s value 2 silver (common) retail. But if 2silver is the expected "retail" of 1CM, this then raises all productions "retail" price because we spending double what's required to make them. 9CM for cure 45, 1s each is 9s for the potion (the cost, and frequently 18s retail) if it takes 9CM to make them (a 18s cost) brewers need to "charge" 2+ gold to make a profit to stay in the potion business. And who is going to pay 2+g for a single cure 45?
I don't know how or why CM got updated to 2silver in some places but 1 silver in other places. But 2Silver per CM is double what it used to be and will drive out any desire to do l/use production or be artisan or artisan adjacent characters. As it is literally "costing more" to make than what you sell and that math never balance out because our characters down deal in the bulk of hundreds or thousands of crafted material.
Ideal & simplest Concepts...
> Merchant and TP of CM should reduce to 1 silver as it was in previous versions.
If kept at 2s, then Profession should be updated to give 2 CM per level or 1 silver per level (10silver... or 20cm) or to give 2silver or 1 CM (20sillver or 10cm)
If kept at 2silver, then when expending CM to craft adventuring gear, you should gain 2s worth of production.
Cure 5s used to (still does,)cost 5copper, increasing that cost to 2silver(for thr crafter or for TP) for the same cure 5 i can't imagine is the intention that everyone is excited for. But the notion that with 1 Herb I can make 4 cure 5 as they have equivalent TP value.... this places a lot more incentive for crafters to have and use CM because they aren't "loosing value" because the materials cost more than the stuff they make with them.
All in all, there seems to be some disparity between the value of Profession Level, value of silver, value of CM, and value of production. Then how all that relates to TP.
Merchant(2) in draft 4, gives 3 CM, with the option to gain up to 5 more at a cost of 2 Silver each.
CM have a treasure Policy of 20 (2 silver)
Toolkits, in their emulation of Workshops have a 5g, and 25cm (also valued at 2s each instead if 1s) making their cost 10g (same as workshops)
However this create disparity because CM now have 3 different locations and 2 different values.
I as a Profession having character value CM at 1s, but TP values it at 2s. Merchant can make a degree if sense as it is "retail cost at market". Toolkits have the TP of 10g, despite that most consider them to be 7.5g. Because until now CM has been consistently 1s, as it was a replacement to the 1s per crafting level needed.
In crafting, this creates disparity because I can spend 1CM (TP 2s) and make 1 cure 5 potion, which is TP: 1s (I think). So either, it is more TP efficient to not drop CM, and drop raw production instead. Or, craftspeople are overpaying for their crafts because 1 Herb is 2s, but still only makes 1 Cure 5, which is a 1s value 2 silver (common) retail. But if 2silver is the expected "retail" of 1CM, this then raises all productions "retail" price because we spending double what's required to make them. 9CM for cure 45, 1s each is 9s for the potion (the cost, and frequently 18s retail) if it takes 9CM to make them (a 18s cost) brewers need to "charge" 2+ gold to make a profit to stay in the potion business. And who is going to pay 2+g for a single cure 45?
I don't know how or why CM got updated to 2silver in some places but 1 silver in other places. But 2Silver per CM is double what it used to be and will drive out any desire to do l/use production or be artisan or artisan adjacent characters. As it is literally "costing more" to make than what you sell and that math never balance out because our characters down deal in the bulk of hundreds or thousands of crafted material.
Ideal & simplest Concepts...
> Merchant and TP of CM should reduce to 1 silver as it was in previous versions.
If kept at 2s, then Profession should be updated to give 2 CM per level or 1 silver per level (10silver... or 20cm) or to give 2silver or 1 CM (20sillver or 10cm)
If kept at 2silver, then when expending CM to craft adventuring gear, you should gain 2s worth of production.
Cure 5s used to (still does,)cost 5copper, increasing that cost to 2silver(for thr crafter or for TP) for the same cure 5 i can't imagine is the intention that everyone is excited for. But the notion that with 1 Herb I can make 4 cure 5 as they have equivalent TP value.... this places a lot more incentive for crafters to have and use CM because they aren't "loosing value" because the materials cost more than the stuff they make with them.
All in all, there seems to be some disparity between the value of Profession Level, value of silver, value of CM, and value of production. Then how all that relates to TP.