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Old 12-06-2011, 01:22 PM   #3
Trachmyr
 
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Join Date: Nov 2008
Location: Florida
Default Re: My TL0 Clothing/Armour Creation Rules

Quote:
Originally Posted by Wraithe View Post
Certainly looks interesting. I'm going to run some of my TL1/2 stuff through it and see how it works. I have clothing be somewhat important in my game, so, let's see what I get. :)
Bear in mind that you will need to either ignore or modify the section for styles... Sewing is easier at TL 1/2, so attached sleeves, trousers, attached hoods and the like should not cost more. Mittens should be cheap, and gloves now are available at increased cost depending on features. Likewise, Draped garments should have a cost reduction 50% to 80% normal cost.

I haven't gone over the "cloth" numbers as closely as those for furs/leather, so if you find any oddities, please let me know.

Also under Tailoring, a reduction of 30% should be possible by TL1/TL2. I disagree with Low-Tech's very high CF for Tailoring and Masterful Tailoring, so my tailoring numbers are lower. At TL 1/2, I would suggest.
  • -2% cost per +1% weight, up to +20% weight.
  • +5% cost per -1% weight, down to -10% weight, then...
  • +10% cost per further -1% weight, down to -15%*, then...
  • +15% cost per further -1% weight, down to -20%, then...
  • +20% cost per further -1% weight, down to -25%, then...
  • +25% cost per further -1% weight, down to -30%*.
* Increase Penalties for targeting Chinks in armor by -1 at -15%, and by -2 at -30%.

That would be +0.5CF for -10%, +1CF for -15%, +1.75CF for -20%, +2.75CF for -25%, +4CF for -30%. Adjust percentages to taste...
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ice age, low-tech, low-tech armor, prehistoric, tl0

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