Hi Jeff, everyone. I agree with everything you say about guilds, but my point was simpler. In Cannon TFT, a monolithic guild maintained a pool of apprentices and a wizard who was in good standing, could easily borrow appr. out of this pool at need. This convenience was part of what the wizard was paying the wizard's guild for, after all. However, if you have competing schools, the pools in (many) large cities are smaller because the apprentices are split between more schools. In small cities or towns, there simply might not be enough apprentices in the pool. And if you DON'T have access to an externally maintained pool of apprentices, then long projects require less hiring and firing of apprentices than short duration ones. This makes long projects more convenient than short ones, which is the opposite of what notes D thru H say. If you want to say, "wiz guilds are not monolithic", then fair enough. But all I meant by monolithic in THIS argument, is they maintained a pool of apprentices as described in the rules. ****************** Anyway, the question is resolved to my satisfaction. I am dumping the notes, and raising the cost of long duration enchantments based on the chance of a failure destroying the item during construction. The wizard has to pay for the disaster, so he charges more on long projects to pay for those eventual disasters. I am totally getting rid of the idea of "value of underlying item" except that the wizard's guild has to pay for security of expensive items. They do this by charging more, paying from their own pocket, or refusing to enchant items worth a fortune. Warm regards, Rick On 2016-11-05, at 9:44 AM, Jeffrey Vandine wrote:
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