Armor Repairing and Labor Costs

Alex Koponen akoponen at MOSQUITONET.COM
Sun Jan 25 10:35:03 CET 2004


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
                      --
*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
            --
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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