[PnP] Armor construction and repair

Scott Adams longshot at cybermax.net
Sun Jun 27 18:30:22 CEST 2004

At 08:38 PM 5/13/04 +0200, you wrote:
>When you are the victim of a rule is always the best time to start 
>discussing a rules revision (grin).
>Armor construction and repair is one section of the rules that keeps a 
>discussion going from time to time. The cost and time involved seems to 
>warrant a revision of the rules, and we made an attempt years ago, and 
>there is also a more recent revision by Alex Koponen (concentrating on costs)
>The general trouble is that it may be much more expensive to have your 
>armor repaired than to buy a new set. This is dealt with nicely by Alex 
>(see http://abroere.xs4all.nl/pnp/K_ArmorRepair.htm). Combine it with the 
>idea that to repair a piece of armor takes a percentage of the time to make 
>it, equal to the percentage it is damaged. That would all work for me.
>The reason I still post the question is twofold. The secondary reason is 
>that Richard once mentioned (in a letter to Alex with additional 
>questions/errata) that the armor construction and repair rules were under 
>revision. I wonder if that revision could become available for discussion, 
>and/or if anyone else has made an attempt.
>Getting to my prime reason for asking this: the armorer rule mentions the 
>time it takes to make a piece of armor (AV+2 squared days) and shields (AV 
>days). It doesn't mention helmets. So the first assumption is that to make 
>a helmet takes AV of the helmet +2 squared days.
>That would mean it takes 16 days to make a brigandine and also 16 days to 
>make a metal helmet. The latter seems much less work to me, so maybe the AV 
>squared instead of AV+2 squared should be used.
>Now make matters more complicated and make elven or dwarven armor. They 
>have a higher AV due to the metal and the workmanship. Same holds for some 
>countries in the PL, due to quality of their armorers. Does this increase 
>the time to make the armor, so for a dwarven metal helmet (AV 4) does it take
>a) 4+2, squared = 36 days
>b) 2+2, squared = 16 days
>c) something else, based on new or revised rules (or something I missed in 
>the rules)
>Any comments?

The square rule is a bit too simple.  I also put into it ALOT of other factors

1) Armor Skill: How skilled the actual crafter is may improve time via short
cuts and apprentice help.  Depending on other factors (see below) there is no
definite way to handle this.  But some examples in past is 1-3 days reduction
in crafting based on the skill.  Ie  20-40 -1 Day 41-60 -2 Day 61-100 -3
As an example.  Apprentices could add to this if the armorer is a master
craftsman or a simple town blacksmith.

2) Culture: If the culture is war like then there may be a slight deduction in
time based on logic that they make more weapons/armor en mass.  Those
cults who are pacifist but have an armorer would ADD days.  Also factors of
culture setup.  A feudal society may have more armors made than some Thocracy
would tend to.  

3) Population: This goes for culture and town population.  The larger the
population the more Armorers out there.  Thus it makes sense more skilled and
might give some reduction or at the very least avaliability of armorers.  But
if a party walks into a town of 1500 people the chances of some armorer fixing
your helmet in 2 weeks is slim since he may be busy fixing the farmers plow
shows and being part time blacksmith.

4) Materials:  Some cultures have better access to metals and gems.  Some have
to trade totally.  Some have to import their stuff.  Thus a armorer in some
place that doesn't have the materials will add time.  (metal, etc.  Fire is of
course not a factor :)).  If the enemy is seiging a border and no iron is
in chances of some guy fixing your stuff decreases.  Though of course
is not always a factor just in 'adding' to or modifying the armor.  Not really
repair in most cases.

5) Armor type: Type of helm, armor or shield is not all created equally.  This
goes without saying.  So in that regard a squared thing is a bit too
simplistic.  Some armor has tougher metal than others.  Thus repair work will
depend on that.

I once visited Williamsburg, VA the old Colonial city where they still have a
1700s village that has not gone beyond that century.  They have a nice
blacksmith shop and armorery.  I asked questions on armor/weapon production
unfournately that was decade or so ago :)  I'm sure some good web search could
get some info for us.  

BTW richard what of that letter you sent? :)

Do I have answers?  Nah.  But i figured I'd post some thoughts on it.

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