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Old 02-19-2020, 03:23 PM   #31
The Colonel
 
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Join Date: Jul 2006
Default Re: Cost of clothing in Low-Tech Loadouts

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Originally Posted by bocephus View Post
That's why I gave some specific examples of jobs that I would consider status0 ... I didn't say bank teller, I said branch manager. I didn't say waitress I said restaurant manager (as in floor manager, or office manager) I also didn't say the Fry guy at McDonalds or Mall Security.
Yeah - was reinforcing your point rather than disputing it.
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Old 02-20-2020, 02:45 AM   #32
bocephus
 
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Default Re: Cost of clothing in Low-Tech Loadouts

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Originally Posted by The Colonel View Post
Yeah - was reinforcing your point rather than disputing it.
Text is a terrible medium for nuance, happens to me all the time. Vociferous agreement :)
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Old 02-19-2021, 05:34 PM   #33
Rasna
 
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Location: Pisa, Tuscany, Italy
Default Re: Cost of clothing in Low-Tech Loadouts

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Originally Posted by Donny Brook View Post
Well, that is a truly regrettable design choice.
Firstly, there is not a clear indication which loadouts are subject to this premium. Also for some reason it doesn't seem to have been applied to footwear. Finally, it yields some inconsistent results. For example, Qin cavalry and charioteers have statistically equivalent tunics, but one costs $98 and the other $468, but their statistically identical helmets have the same price to each other.



P.S. To posters who have replied referencing historical clothing production, I apologize for not being clear that my question relates to the internal economics of GURPS rules.
The inconsistent results are simply math errors. "Loadouts: Low-Tech Armor" is a very good book, but it contains several errors in stats and math.
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Old 02-19-2021, 07:42 PM   #34
SimonAce
 
Join Date: Aug 2004
Default Re: Cost of clothing in Low-Tech Loadouts

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Originally Posted by Anders View Post
There's a Swedish proverb for something really expensive: "It will cost you your shirt."
The expression is the same in English.
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