[Runequest] Runequest Digest, Vol 61, Issue 4

Albert Ramirez al_ramirez_2000 at yahoo.com
Mon Oct 7 11:23:28 EST 2013


According to page 214 of BRP:

Repairing  armor  costs  as  much  as  the  fraction  of
damage  multiplied  by  the  armor’s  normal  cost.  For
example, armor reduced from 7 points of armor value to 3
(1/2 the armor value, rounded down) has been reduced by
57% of its effectiveness (4/7 of the armor is ineffective and
damaged, or 57%). Repairing the armor to full effectiveness
will  cost  approximately  57%  of  the  armor’s  normal  cost.
The gamemaster may adjust that percentage based on
other  factors,  such  as  your  character’s  relation  to  the
craftsman,  the  availability  of  materials  needed  for
repairs, and the nature of the damage. 



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>Sent: Sunday, October 6, 2013 5:09 PM
>Subject: Runequest Digest, Vol 61, Issue 4
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>Today's Topics:
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>   1. Re: Runequest Digest, Vol 61, Issue 3 (Albert Ramirez)
>   2. Re: Armor does break...with abandon! (Gary Sturgess)
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>Message: 1
>Date: Sun, 6 Oct 2013 14:01:39 -0700 (PDT)
>From: Albert Ramirez <al_ramirez_2000 at yahoo.com>
>To: "runequest at rpgreview.net" <runequest at rpgreview.net>
>Subject: Re: [Runequest] Runequest Digest, Vol 61, Issue 3
>Message-ID:
>    <1381093299.64871.YahooMailAndroidMobile at web185003.mail.gq1.yahoo.com>
>Content-Type: text/plain; charset="iso-8859-1"
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>I play brp/classic fantasy and in that game a critical hit has a chance to damage armor equal to the damage as a percentage.?? This is adjusted depending on type of damage, crushing, impaling or crushing, and type of armor - rigid or flexible. If damaged the armor loses 1ap in that location. 
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>Message: 2
>Date: Mon, 7 Oct 2013 08:09:09 +0800
>From: Gary Sturgess <gazza666 at gmail.com>
>To: RuneQuest Rules <runequest at rpgreview.net>
>Cc: Andre Powell <sunwolfek12 at sbcglobal.net>
>Subject: Re: [Runequest] Armor does break...with abandon!
>Message-ID:
>    <CAGxrjYqxU7Fa0ukbV3pgP8w=3PcFOCxpOve3Taq=GtE6v_s7Gw at mail.gmail.com>
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>
>Sure, but this is the rules list, right? And as such, the original question
>was how much does it cost to fix, presumably in RQ terms rather than real
>world terms.
>
>I merely pointed out that (aside from acid and so on) armour doesn't
>actually break in RQ, so there are no specific costs for repairing it.
>Other responders have given fairly reasonable suggestions however for how
>much it should cost if it did.
>
>I wasn't by any means suggesting that armour didn't REALLY break, merely
>that the game mechanics (more or less) don't cover it. Presumably our
>heroes spend their evenings doing minor repairs or something.
>
>
>On 7 October 2013 04:34, Ravi Desai <rdesai at chartermi.net> wrote:
>
>> Wow!  I'd hate to see the list of someone who was an expert!  Seriously,
>> though, you are correct.  And more, my experience is that until you have
>> used your armor a while it is actually a hinderance to many other tasks you
>> might try to do.
>>
>> Other role playing games have the concept of becoming proficient with your
>> armor.  RQ has never had that, which I can understand from a playability
>> standpoint; one less thing to think about.  But from a realism standpoint,
>> you are missing out on some interesting playability aspects. And if you had
>> armor proficiency bonuses built into the game mechanics, you could take
>> them away for armor that fell into disrepair. It could make for a set of
>> interesting house rules, anyway...
>>
>>
>> On Oct 6, 2013, at 8:39 AM, Andre Powell <sunwolfek12 at sbcglobal.net>
>> wrote:
>>
>> "A more pertinent question is how does it get broken? Mechanically, I don't
>> think armour ever gets damaged..."
>>
>> By the gods, wear and tear was a constant bother!
>>
>> I am no expert by any means, but these ?problems? quickly came to mind as
>> I recalled what my harness suffered during a decade playing in a historical
>> recreation society?full contact live steel and rebated weapons.
>>
>> Dents and distortions?all the time, every encounter
>> Welds splits?breast plate cracked right down the keel
>> Articulation dented and distorted?interfere with movement and comfort. In
>> joints this was particularly bothersome as they froze up
>> Rivets pulled through?leaving a large hole that needs a larger rivet,
>> leads to plate loss and vulnerability
>> Rivets popped and broke? leads to plate loss vulnerability
>> Leather straps tore or wore through? leads to plate loss vulnerability,
>> discomfort
>> Leather strap buckles broke?leads to plate loss vulnerability, discomfort
>> Leather undercoat or backing tore?leads to plate loss and rivet
>> malfunction, vulnerable
>> Burs cut into armor plate and metal cut me?cut and stab, loss of comfort
>> Literally broken plates?it can and does happen
>> Small plates, scales, rings broken or lost?brigandine or lamellar plates,
>> vulnerable
>> Leather ties and whip-cords broken or  lost?hanging armor, vulnerable
>> Hinges broken or distorted?loss of movement
>> Mail rings popped rivets or broke welds?vulnerability
>> Waxed thread wore through and unraveled?loss of anchored or encased plate
>> Shield splinters?shrapnel
>> Loose rivets in helmet?incessant ringing in the ears?very distracting
>>
>> I listed ?discomfort? as a consequence many times. This is not to suggest
>> that the wearing of armor is a comfortable experience akin to wearing
>> clothes, but armor does have its own definition of comfort. If armor is not
>> perspective-ly comfortable, neither is the wearer and this is not conducive
>> to the advantages of a full range of movement.
>>
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>-- 
>GAZZA
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