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Old 12-26-2016, 12:57 PM   #1
VariousRen
 
Join Date: Apr 2015
Default [Low Tech] Decorating Different Types of Armour

A character of mine is putting together a new suit of armour that should last him a long time, and wants to spend some cash making it fancy.

The armour in question is a pair of heavy chain suits with a suit of bronze full plate (Because it's only TL2) over top. Adding decorations such as fur edging and carved designs adds a cost factor, which means the cost varies based on the base cost of the armour, which in turn varies based on the armour thickness (Especially obvious when using the Heavy Plate rules in Low Tech). Is there any physical reason carving patterns into thicker plate armour should cost more than thinner plate? I would think decoration costs should always use the thinnest armour available for cost, because it's only ever working with the surface of the armour.

As a second question, the rules for using thicker plates in Low Tech add 50% to weight and cost per +1DR. If I wanted extra thick plate with +4 DR, do I add +200% weight and cost, or do I apply +50% four separate times?
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Old 12-26-2016, 01:02 PM   #2
Anders
 
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Default Re: [Low Tech] Decorating Different Types of Armour

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Originally Posted by VariousRen View Post
As a second question, the rules for using thicker plates in Low Tech add 50% to weight and cost per +1DR. If I wanted extra thick plate with +4 DR, do I add +200% weight and cost, or do I apply +50% four separate times?
You add +200% of the cost and weight of Light Plate.
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Old 12-28-2016, 08:15 AM   #3
Varyon
 
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Default Re: [Low Tech] Decorating Different Types of Armour

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Originally Posted by VariousRen View Post
Is there any physical reason carving patterns into thicker plate armour should cost more than thinner plate?
Not really, no. Honestly, I think Ornate and the like should probably just be something like a set price for each bonus, and probably just use your whole ensemble to figure out the true bonus.
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Old 12-28-2016, 08:55 PM   #4
VariousRen
 
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Default Re: [Low Tech] Decorating Different Types of Armour

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Not really, no. Honestly, I think Ornate and the like should probably just be something like a set price for each bonus, and probably just use your whole ensemble to figure out the true bonus.
Hmm, this makes me wonder about treating armour like clothing instead of the normal Ornate factor. Flexible is generally cheaper than rigid. Treat flexible armour as a variation of an ordinary outfit (20% cost of living), rigid armour as formal wear (40% cost of living). Paying this cost gives you decorated armour suited for your status. When selling the armour this cost is completely regained, and you receive a bonus on merchant checks when selling it of +1 if it is one status level higher than the merchant buying it, or +2 for a difference of two status levels or more.

Decorating a suit of plate armour (40%) for a status level 3 knight (12 000) would cost 0.4x12,000 = $4800. The footmen serving under him (status 0) wearing chainmail (20%) need to look the part as well, and their formal armour costs 0.2x600 = $120. When the king (status 6) commissions a formal suit of plate for court it's going to cost a whopping 0.4x6,000,000 = $2,400,000 on top of the normal cost.

For low costs these decorations may be tabards put over top, dying fabric with cheap dyes to match house colours, or just making sure it isn't too rusty. For higher costs you get etchings, silver or gold trim, fancy furs, and paintings on it. At the top end you're encrusting things with jewels, adding gold filigree everywhere, and padding it with the finest furs money can buy. Decorations above status 0 must be included when the armour is made, because it includes permanent works such as engravings.

Being seen in armour below your status carries the same penalties that wearing clothes below your status would carry (generally a reaction penalty from your peers). In times of war you may wear armour up to two status levels below your own without an impact to your status (In the same way you can live below your status while traveling, people recognize that the situation is temporary and sudden).
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Old 01-02-2017, 08:28 AM   #5
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Default Re: [Low Tech] Decorating Different Types of Armour

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Originally Posted by VariousRen View Post
Hmm, this makes me wonder about treating armour like clothing instead of the normal Ornate factor.
That's an excellent idea, although I'd go about it a bit differently from you. First off, it should be noted that the Status Cost of the armor is for a full loadout. Secondly, Good-quality armor is Status 0 for free, while Cheap-quality is Status -1. Expert or Masterful Tailoring is +1 to Status, as is Fluting (Fluting+Tailoring does stack).

Beyond this, field armor is 20% CoL, and it is considered acceptable to wear armor of up to 2 Status lower than your own. Tournament armor is the same, but wearing lower Status armor is less acceptable - small tourneys (or hunts for that matter) might accept armor of up to 1 Status lower, but larger ones call for armor of the proper Status. Parade armor is 40% CoL, being the equivalent of formal wear, and doesn't accept lower Status.

In settings where Rank bestows Status, simply use total Status level. In settings where it does not, average the character's Rank and Status to determine the Status level their parade armor is expected to be at - on the battlefield and in tournaments, they'll likely use armor based on their actual Status.
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