Level 1 craftsman skill: Repair

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Wyrmwrath
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Level 1 craftsman skill: Repair

Post by Wyrmwrath »

I asked the rules gods to clarify the function of this skill, this is the answer I recieved:

It will function the same for every PC regardless of craftmen level I.E. It matters not what level the crafter is, they all repair armor at the same rate and at the same cost.


FIELD REPAIR:
Takes 10 minutes to repair armor to half its original total (min of 1 point value). This can be done while armor is worn. If repair time is interupted at ANY point, repair time MUST be restarted. For example, a 10 point suite can be field repaired to 5 and then can be field repaired to 2 and then 1.



Full Repair:
Takes 30 minutes to repair armor to its original total . This CANNOT be done while armor is worn. If repair time is interupted at ANY point, repair time MUST be restarted. The rescource involved IS NOT lost if the count is interupted.


costs:
Light......1 hide/skin
Medium..1 hide/skin OR 1 steel
Heavy....1 steel

I was told this might be a TEMP PATCH, but that aspect would be decided AFTER the event.
Last edited by Wyrmwrath on Fri Jun 18, 2004 11:03 am, edited 1 time in total.
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Post by GM_Chris »

I edited the armor repair rules above please re-read.

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Post by Kale »

"Forexample, a 10 point suite can be field repaired to 5 and then can be field repaired to 2 and then 1."

I don't get this. Do you mean that you can basically do a full repair with several field repairs?

If so, then field repair should cost resources.
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Post by Wyrmwrath »

No...the first time a 5 point suit is field repaired its max value drops to 2 points, the second time to 1 point. after that it will be a 1 point suit after every repair.

I do not belive you can full repair a suite after it has been field repaired, but could be wrong.
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Post by Kale »

So field repairing a suit is a really really bad idea unless absolutely necessary then?
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Blackthorn

Post by Nelkie »

A old Dwarf walks in and see's people talking about Armor repairs.

Back in the days I wrote and implemented many rules about armor. I'll tell you how it works.

The Dwarf Known as Blackthorn explains,

The max value a suit of armor can have 13 armor points (Quality heavy plate)

Field repair goes as this
Full Armor - 13
!st Field Repair - 6
2nd Field Reapir - 3
3rd Field Repair - 1
4th Field Repair and onward - 1

The basic's
The first time a suit of armor is field repaired the armor value is only repaired (healed ) upto50% (Round Down) of it's max value. The next time the armor is field repaired it is 20% (round down) of it max value. After that all field repairs bring armor up to 1 armor point.
No resources are required. basicly you are taking what is left of the armor and reconnecting.


To fully repair any armor to full armor points one needs to spend resources and time. It does not matter if the armor was field repaired or not. All armor that id field repaired can be repaired to full by spending resources.

Blackthorn returns to his forge and repairs some armor.
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Post by GM_Chris »

Aaron is right

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Post by dier_cire »

Aaron is correct except that his math suxors...

1st field repair is 50% (round down)
2nd is 25% (round down from previous rounding)
3rd is 12.5% (round down from previous roundings)
etc...

course in our system the numbers are so low this is rarely noted.

13 (or 12), 6, 3, 1
11 (or 10), 5, 2, 1
9 (or 8 ), 4, 2, 1
7, 3, 1

Armor will fall into one of these categories, so there ya go. Note: 6 or less is in the higher value armor ranges and thusly not repeated.
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Post by Peace420 »

Making much more sense now without the res. cost for field repair.
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