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<blockquote data-quote="aramis erak" data-source="post: 9250381" data-attributes="member: 6779310"><p>Picking a lock takes an experienced picker a matter of seconds for most locks; even less in medieval locks. Ironically, the hardest to pick quickly are bronze age pin grid locks - have to height adjust ALL of them at once, and they can be set for overtravel on some without overtravel on others...</p><p>For how short a lock picking can be with modern locks, watch some Lock Picking Lawyer on youtube. He does have some medieval style ward lock episodes, but I don't have a list. Most "home store" or big box store locks are 6-12 seconds with the right method.</p><p></p><p>As for active mining, it takes a bit to manually dig - a coal miner in 1900-ish was expected to mine 6-10 tons¹ of coal (short tons) or about 140 cubic feet per day; 10 hour days. But coal is rather brittle compared to matrix... and that was a partially automated era... late medieval iron ore² was 33 to 44 lbs per day; that's about ¹/₁₀ to ¹/₁₅ cubic foot per day, but in generally much harder</p><p></p><p>As for healers vs support - I think of support characters as NPCs, mostly Porters, Torchbearers, Grooms, and sometimes camp-minders. But in the sense of active combat support, it depends upon the game</p><p>TFT, T&T, Pendragon 4e (only): Healing Spells are not different from normal spells, there's not strong clerical distinction. Also worth noting: Pendragon Magical Healing is a buff, not an insta-gain; it increases the healing rate for a number of weeks, rather than instant return of HP.</p><p>Arrowflight, Dragonbane, Rolemaster: healing spells are only in certain schools of magic, but those schools are not great about buffing spells.</p><p></p><p></p><p></p><p></p><p>You're missing a few approaches... a horn of blasting is an ideal "Drop a ceiling on the oncoming foes" tool, and a Transmute Rock to Mud and its reverse (in both D&D -- most editions -- and T&T -- all editions) are a great way to imprison foes. </p><p></p><p>Or, in T&T, to totally ruin the job of brickmaker... a caster plus a couple of workers can make several hundred solid stone bricks per day. Process: have a carpenter build your desired stone shape as a mould. Then, take it to the quarry, place it under the target wall. slush-yuck (which is the name in T&T for D&D's Transmute rock to mud) the wall oriented inward and slightly upward, workers muck the resulting slosh into the mould, wait for the spell to end, demould, stack for transport and sale. The only reasons for brick are decorative...</p><p></p><p></p><p>In a dungeon, rock to mud can be used for a lot of silly things, but most importantly, going through walls up to 10' thick Or opening the ceiling. they're not about evading -- a horn of blasting is a siren's call to monsters - it's about bypassing the plot railroad that is part of many dugeons. A Slush-Yuck or TR→Mud can make new paths easily; bypassing paths isn't about avoiding enemies so much as bypassing the plot enshried in the dungeon's labyrinthine nature.</p><p></p><p>In other words, a sneaker wants to avoid the foes; a miner wants to take the shortest path, and some can readily do so. Oh, and if the wall's not a couple feet thick or bigger, a pickax can break through pretty quick. Orders of magnitude slower, but the pick miner also tends to be dungeoneering knowledgable. </p><p></p><p>[HR][/HR]</p><p>1: <a href="https://www.washingtonpost.com/lifestyle/travel/digging-into-coal-mining-country-in-west-virginia/2011/08/15/gIQAKumZVK_story.html" target="_blank">https://www.washingtonpost.com/lifestyle/travel/digging-into-coal-mining-country-in-west-virginia/2011/08/15/gIQAKumZVK_story.html</a></p><p>2: <a href="https://www.quora.com/How-efficient-were-mines-in-the-early-medieval-period-500-1000-AC-How-much-ore-would-an-average-miner-produce-in-a-days-work" target="_blank">https://www.quora.com/How-efficient-were-mines-in-the-early-medieval-period-500-1000-AC-How-much-ore-would-an-average-miner-produce-in-a-days-work</a></p></blockquote><p></p>
[QUOTE="aramis erak, post: 9250381, member: 6779310"] Picking a lock takes an experienced picker a matter of seconds for most locks; even less in medieval locks. Ironically, the hardest to pick quickly are bronze age pin grid locks - have to height adjust ALL of them at once, and they can be set for overtravel on some without overtravel on others... For how short a lock picking can be with modern locks, watch some Lock Picking Lawyer on youtube. He does have some medieval style ward lock episodes, but I don't have a list. Most "home store" or big box store locks are 6-12 seconds with the right method. As for active mining, it takes a bit to manually dig - a coal miner in 1900-ish was expected to mine 6-10 tons¹ of coal (short tons) or about 140 cubic feet per day; 10 hour days. But coal is rather brittle compared to matrix... and that was a partially automated era... late medieval iron ore² was 33 to 44 lbs per day; that's about ¹/₁₀ to ¹/₁₅ cubic foot per day, but in generally much harder As for healers vs support - I think of support characters as NPCs, mostly Porters, Torchbearers, Grooms, and sometimes camp-minders. But in the sense of active combat support, it depends upon the game TFT, T&T, Pendragon 4e (only): Healing Spells are not different from normal spells, there's not strong clerical distinction. Also worth noting: Pendragon Magical Healing is a buff, not an insta-gain; it increases the healing rate for a number of weeks, rather than instant return of HP. Arrowflight, Dragonbane, Rolemaster: healing spells are only in certain schools of magic, but those schools are not great about buffing spells. You're missing a few approaches... a horn of blasting is an ideal "Drop a ceiling on the oncoming foes" tool, and a Transmute Rock to Mud and its reverse (in both D&D -- most editions -- and T&T -- all editions) are a great way to imprison foes. Or, in T&T, to totally ruin the job of brickmaker... a caster plus a couple of workers can make several hundred solid stone bricks per day. Process: have a carpenter build your desired stone shape as a mould. Then, take it to the quarry, place it under the target wall. slush-yuck (which is the name in T&T for D&D's Transmute rock to mud) the wall oriented inward and slightly upward, workers muck the resulting slosh into the mould, wait for the spell to end, demould, stack for transport and sale. The only reasons for brick are decorative... In a dungeon, rock to mud can be used for a lot of silly things, but most importantly, going through walls up to 10' thick Or opening the ceiling. they're not about evading -- a horn of blasting is a siren's call to monsters - it's about bypassing the plot railroad that is part of many dugeons. A Slush-Yuck or TR→Mud can make new paths easily; bypassing paths isn't about avoiding enemies so much as bypassing the plot enshried in the dungeon's labyrinthine nature. In other words, a sneaker wants to avoid the foes; a miner wants to take the shortest path, and some can readily do so. Oh, and if the wall's not a couple feet thick or bigger, a pickax can break through pretty quick. Orders of magnitude slower, but the pick miner also tends to be dungeoneering knowledgable. [HR][/HR] 1: [URL]https://www.washingtonpost.com/lifestyle/travel/digging-into-coal-mining-country-in-west-virginia/2011/08/15/gIQAKumZVK_story.html[/URL] 2: [URL]https://www.quora.com/How-efficient-were-mines-in-the-early-medieval-period-500-1000-AC-How-much-ore-would-an-average-miner-produce-in-a-days-work[/URL] [/QUOTE]
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