seasong said:
And finally, green slime, do the costs make more sense now?![]()
I agree. However, the DC very neatly works with the original PH cost and crafting rules to produce a one year production time - I'm inclined to think that that's how they decided on it. That, and they didn't give much thought to ability score demographicsgreen slime said:The DC is wrong for creating Plate armour. NO WAY can an apprentice bang it out. Yes I completely forgot about Skill Focus, that was stupid of me. Perhaps the base should be 15 + armour bonus, in the core rules. I'll go away and think more on this.
This point goes in the "need better crafting rules" column.Even further, full plate is not just plates of beaten steel.
This was an oversight on my part. Thanks.Lastly The travel expenses for creating a plate mail are far greater than for a chainmail. Why? Because a platemail was fitted to the wearer.
But one which is less false than the one already being given to themBy merely publishing a "artisan's cost", a false impression will be given to players and perhaps unexperienced DMs.
They already do... the big issue is the time sink involved, but aside from that, players will take armorer skills as long as they can save just enough on costs to be able to afford it earlier than they would have before.Perhaps a "recommended retail price" with a note as to why Plate cost was marked up so horrendously much in RL? (I'm still of the opinion that revealing the "artisan's cost" to players will lead to strife. Suddenly every play group will contain a master armourer...)
Of course not - there'd be too many armorers for the business! In fact, I would be willing to bet that more dwarves are armorers than INT 14 humans, just because an INT 12 dwarf is better at it (and more restricted in craft selections) than the INT 14 human. I was just making the point that there is a huge pool of talent available for level-1 artisansAnother thought: Not all the exceptional (Int 14) artisan's will choose to be armourers...
Good point. I forgot about aid another - although that actually raises the cost, because you are paying for a master & apprentice for however many weeks it takes (which will not be significantly less).handforged said:Don't forget that most armorers would have an apprentice, who even if only a commoner with Int 10 and 4 ranks in the appropriate craft skill could take 10 and using the masterwork tools provided by his master, provide as additional +2 aid bonus to the skill check.
2.7% of the population has an INT of 14+.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.