weaponsmiths - craft armor

Discussion on game mastering Earthdawn. May contain spoilers; caution is recommended!
galafrone
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weaponsmiths - craft armor

Postby galafrone » Tue Feb 07, 2012 6:27 am

Hi all.
we were discussing last night about the fact that WS gets forge weapons at 1st circle and forge armor at 8th circle
that will obviously resulting in a completely different distribution between forged weapons and armors.
the armors will be really rarer to be obtained compared with weapons, considering that only 8> ws can craft them and they have to do other stuff other than crafting armors.. (like crafting weapons and magical items).

the monday group is the only one i dont master, and our gm rightly came out with the decision that basically you cant think to have an armor forged if you dont roleplay the whole affair. Isnt something you get at the market, because the scarcity is so high that they are "pre-sold" or even done only on orders.

i thought to circumvene this problem giving to the WS the choice to take forge armor or forge weapon as first circle talent, and the other one at 8 (as it's now).
this will probably open the market to a higher degree, with the result that you can find forged armors and forged weapons at any level, not only paying an eye of your head or waiting for the WS of your group to reach 8...

any other suggestion about that ? (also, there are info about the forges in Throal ? how many are conceivable for a city so high ? kratas has 3 if i dont remember bad, so throal probably 8-10 ?)

ragbasti
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Re: weaponsmiths - craft armor

Postby ragbasti » Tue Feb 07, 2012 6:42 am

Well, making Forge Armor a C1 talent would probably solve your problem, however you have to keep in mind that every Weaponsmith aspires to forge his Heartblade someday, so there should be an equivalent to that. Otherwise you would just take out a major aspect of that discipline.
Other than that I don't really see a problem with it (You should handle this as a specialist form for the Weaponsmith).

As for the Forges: SinceThroal is the Kingdom of the Dwarves with Upandal as their Patron Passion, you can expect alot more than that. Also Throal is way bigger than Kratas, filling pretty much an entire mountain with all its different halls and quarters. Also you shouldn't forget that Bartertown is right at the feet of Throal.
So in the area around Throal, including Bartertown, you could probably have close to a hundred different forges of which I'd say at least 20-30 could be bigger ones with higher circle adepts in them.

galafrone
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Re: weaponsmiths - craft armor

Postby galafrone » Tue Feb 07, 2012 6:56 am

problem is the distribution of weaponsmith.
if i take the PlayerCompanion as a starting point, it says for every forge there are 2 elders and 3 adepts. (elders > WS circle 8-10 up, adepts WS circles 1-9 more or less).
Now, it i take 150.000 ppl as starting base for throal and another 50.000 for bartertown, i have 200.000.
having 100 forges (your assumption) means 1 forge out each 2.000 ppl
if that forge has a "regular" complement of 5 weaponsmiths (something i assume is the base) we have 5 ws out of 2.000 ppl as minimum. probably more near 10 out of 2.000.
This will mean a lot of weaponsmiths adept
is that a good distribution of ws adepts in the "overall throal population" ?
isnt a tad high ?

ragbasti
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Re: weaponsmiths - craft armor

Postby ragbasti » Tue Feb 07, 2012 7:12 am

well, that's why i said major forges, as in a forge where he would find the usual structure. The other forges would be small ones, run by individuals or even non-adepts. All i was trying to say was that in Throal and Bartertown the availability of Weapons and Armor, also forged ones, was lot higher than in Kratas.

Also in the book it says Throal has a population of 190000 and growing [P11, Nations I, Throal]. Bartertown's population was stated as "five years ago Bartertown's population hit 50000" [P100, Nations I, Throal]. So assuming that Bartertown has kept growing steadily, whic hit does, it could well be over 60000 now, depending on how you run it.
As for my campaign which has already run a few years I personally use the general number of 300000 for the whole area around Throal

galafrone
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Re: weaponsmiths - craft armor

Postby galafrone » Tue Feb 07, 2012 7:14 am

thanks ragabasti, i will debate this evening with my players (one of those is the gm of the monday night game, so we are trying to use "coherent rules" for all our campaigns)

arma
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Re: weaponsmiths - craft armor

Postby arma » Tue Feb 07, 2012 9:39 am

Thoughts here and there:

Forges: you don't necessarily need two high-circle WS for a forge, many of them may be minor ones that only have Journeymen at the top.

Changing Progression: Well, it's Weaponsmith, and weapons always feature more prominently in ED. I wouldn't make it a free choice, maybe I'd allow a specialist that jumbles some talents and re-focuses them on armor. However, if you want Forge Armor to simply be available earlier, you don't need to put it into First Circle right away. It's probably enough to move it down to Fifth, and move the other Discipline talents up by one.
Best kaer anywhere.

galafrone
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Re: weaponsmiths - craft armor

Postby galafrone » Tue Feb 07, 2012 10:09 am


Telarus_KSC
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Re: weaponsmiths - craft armor

Postby Telarus_KSC » Tue Feb 07, 2012 11:48 am

Don't the "top end" armors that are magically enhanced but not "forged" fill this gap?

Crystal Plate? Blood Pebble?

I can see dropping Forge Armor to 6th, tho (WS get the ability to forge living armor via half magic @ 5th and I wouldn't want to obscure that).

galafrone
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Re: weaponsmiths - craft armor

Postby galafrone » Tue Feb 07, 2012 2:03 pm

just out of curiosity, wich % do you apply for the adepts presence on the general population ?
how many "normals" there are on the world for each adept ?
1-20 ?
1-50 ?
1-100 ?
1-500 ?
any idea ?

Banjo666
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Re: weaponsmiths - craft armor

Postby Banjo666 » Tue Feb 07, 2012 5:55 pm



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