[PnP] Weapon and Armor making again.

Scott Adams longshot at darktech.org
Mon Oct 2 04:37:35 CEST 2006


At 09:11 PM 10/1/06, Choinski, Burton wrote:
>Yes once again, with active games comes the request for rules. That, or I'll have to start savaging my other RPG's and the internet. :P

Grrr.  Err.  I had a big 3 paragraph reply typed up then hit the wrong key and the email client went bye bye.  Grrrr.  So I won't type it up again.  Too lazy.  But let's see if I can sum up.

* Not all blacksmith wages are equal
* Location location location is key

To further sum up the point a blacksmith shop in a sleepy town would make 10x less than one in a castle in times of war.  He might only be doing mugs and house metal work.  A shop in a town would do more and a shop in a city even more business.  A shop in a castle would do even more.  A shop in a castle during a time of war would do weapons and make the big bucks.  

I had a website I found blacksmith wages on reference to Roman times.  The price you give was a bit too high.  But I'd take in the above into account since location is key.  

Sorry I lost the first reply it was better.  This is typed in haste :)  But you get the jist.  

As to rules I'm not sure what your asking for?
Armor Making? Armor Repair?  I found 3 files on the subject.  Both should be on the website the 3rd file was a email I guess from the list (usnure who made it) extracted eons ago.  It had some notes on armor.  Its not formatted as it was a straight email to text file.  Is this what your wanting?

All files unaltered from original source and format. of website or such ...I have a full directory of just about every pnp piece of thing of importance.  
I know the 3rd's format sucks but that's how it was originally :)
Guess I deleted the person who wrote it :<Looks like it goes back
to 2004 you could get the month in the header and check the archives for the thread?

--------

                   Armour Modifications - by Andrew Avramenko

Armour Modifications

by: Andrew Avramenko

This is one of many changes we made where the Shield skill becomes a category
skill and you increase levels in each shield type separately. Also, cost and
weight of armour is modified by a persons size factor.
Size Factor (SF) =  height" + weight/2.6  (RN)
Ave. Size =  142
Cost of Armour = SF/142 * Armour Cost
Weight of Armour = SF/142 * Armour Weight

        ÚÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÄÂÄÄÄÄÄÄÄÂÄÄÄÄÄÄÂÄÄÄÄÂÄÄÄÄÄÂÄÄÄÄÄ¿
        ³ SHIELD TYPE          ³ COST   ³ AVAIL ³ WT   ³ AV ³ DF  ³     ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Buckler              ³ Wooden ³ 6CC   ³ 100% ³ 4  ³ 5   ³ +2% ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Banded               ³ 2SC    ³ 80%   ³ 6    ³ 7  ³ +2% ³     ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Metal                ³ 3GC    ³ 60%   ³ 8    ³ 9  ³ +2% ³     ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Target/Round Shield  ³ Banded ³ 4SC   ³ 100% ³ 10 ³ 8   ³ -   ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Metal                ³ 6GC    ³ 80%   ³ 12   ³ 12 ³ -   ³     ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Heater Shield        ³ Banded ³ 8SC   ³ 85%  ³ 15 ³ 10  ³ -2% ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Metal                ³ 8GC    ³ 60%   ³ 20   ³ 14 ³ -2% ³     ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Viking/Large Round   ³ Banded ³ 9SC   ³ 50%  ³ 20 ³ 10  ³ -3% ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Metal                ³ 9GC    ³ 20%   ³ 24   ³ 14 ³ -3% ³     ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Kite/Tower Shield    ³ Banded ³ 1GC   ³ 40%  ³ 22 ³ 12  ³ -4% ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Metal                ³ 10GC   ³ 30%   ³ 26   ³ 16 ³ -4% ³     ³
        ÃÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÄÅÄÄÄÄÄÄÄÅÄÄÄÄÄÄÅÄÄÄÄÅÄÄÄÄÄÅÄÄÄÄÄ´
        ³ Body/ Hoplite Shield ³ Metal  ³ 20GC  ³ 25%  ³ 30 ³ 18  ³ -5% ³
        ÀÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÄÁÄÄÄÄÄÄÄÁÄÄÄÄÄÄÁÄÄÄÄÁÄÄÄÄÄÁÄÄÄÄÄÙ
Andrew Avramenko

            Last edited 22 November 1996 by W.Broere at CT.TUDelft.nl


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                              Armor Repairing

The time to repair a fully damaged suit of armor is equal to 25% of the
time required to make it from scratch, as specified in book I. If the armor
is not fully damaged the time is equal to: (Damage taken)/(total DR) *
(time to repair fully damaged suit of armor).

The cost to have your armor repaired by an armorer is 1GC per day, the time
required calculated with the above formula.

Wout Broere, Mathijs Tuynman

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© 1998-2002                         Visitor:          Generated : Tue Mar 5
W.Broere            [DragonChess]    [Image]                 12:06:46 2002





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Message-ID:  <20040125201204.4D43B6C72 at mailhost1.tudelft.nl> Date:         Sun, 25 Jan 2004 21:11:54 +0100 Reply-To: Powers and Perils Fantasy Roleplaying Game Mailing List <POWERS-AND-PERILS at geo000.CITG.TUDELFT.NL> Sender: Powers and Perils Fantasy Roleplaying Game Mailing List <POWERS-AND-PERILS at geo000.CITG.TUDELFT.NL> From: Alex Koponen <akoponen at MOSQUITONET.COM> Subject:      Re: Armor Repairing and Labor Costs To: POWERS-AND-PERILS at geo000.CITG.TUDELFT.NL 


Okay, lets try this again.
http://abroere.xs4all.nl/pnp/armor_repairing.htm says
 "The cost to have your armor repaired by an armorer
 is 1GC per day".


That seems a bit high to me when a specialist can be
hired for 2 GC per month and a magician for 4+ GC per
month. Indeed an EL80 armorer can be hired for 80CC a
week as an instructor, see Rule 2.211.

Perhaps (EL/7)CC (or roughly1SC) a day would be more
appropriate for repair work.

The above is based on the economic factors in the rules.
If the economic factors are rewritten then the amount would change.


Note: The labor costs for constructing various types of
armor presuming an EL70 armorer being paid 1SC per day
are: AV    Days    Labor Pay    Listed Price Armor    Helmet 1       9        9SC          8CC/1SC/10SC         4CC 2      16       16SC         20SC/30SC/40SC        2SC 3      25       25SC         160SC                10SC 4      36       36SC         450SC/2500SC*         -- 5      49       49SC         1500SC                -- *requires Artist skill, probably takes extra time (perhaps days x 2).
Careful analysis reveals these numbers are NOT very realistic for quilted or leather armor.


Let me try again using the minimum EL required for making a particular AV of armor with pay being ELCCs per week.
AV     Days    Min. EL   Labor Pay    Listed Price     Helmet 1       9        1        0.13SC      0.8SC/1SC/10SC     4CC 2      16       11        2.51SC      20SC/30SC/40SC     2SC 3      25       21        7.5SC       160SC             10SC 4      36       31      15.94SC       450SC/2500SC*      -- 5      49       41      28.7SC        1500SC             -- This works better. Presumably the higher AVs would also require more expensive facilities.


I think that higher ELs should reduce the time needed to make an item.
Perhaps success rolls should be required (which would effectively make higher ELs faster on average).
Any suggestions on consequences of success rolls?








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