Shop Manikins

Ideas and suggestions for game mechanics and rules.
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Vintenar
Dire Badger
Posts: 134
Joined: Wed Nov 26, 2008 4:16 am
Location: Flint, Michigan
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Re: Shop Manikins

Post by Vintenar »

mr duncan wrote: Pure, golden, genius. Folks should also be allowed to wear a chain shirt under robes too, as long as the weight and stats are the right amount for the protection worn, Id rather just trust our players.
Makes sense if light armor could be considered fairly easy to conceal.
AsteroidX wrote:As to BB's comment the finisher would be placed in an armorer or weaponsmith shop. We would have to trust the player not to change things around bunches. I do not see where there is cost associated to the system and is beyond me how to imagine inserting one, however precious Skill points could be required. Thus creating a pseudo craft ability. That would be optional and a community choice.
I think the system should be mostly intended to avoid waiting on DMs or other players and imply the use of an NPCs time. It seems like buying a magically adorned suit of armor is like a real investment of buying an expensive car and it is not completely unimaginable to tell a car dealer that you want to buy his model but want him to get it in blue with leather seats.

If skill points are used, then one still has so wait for a player to make one for you should you not have crafting skills yourself. Then there are the RP limitations of finding a character that likes you enough to take the time out to do it and working out prices and such when realistically you could have just paid the smithy selling it a reasonable price. Perhaps the cost could be presented in a dialogue menu which pops up on selecting the crafting machine.
Past PCs: Kasimir Mace, Janus Faust, Morten Gundrhamn
Current PC: Karsus Valdyr
The waves were dead; the tides were in their grave, the moon, their mistress, had expired before; The winds were wither'd in the stagnant air, and the clouds perish'd; darkness had no need of aid from them--She was the universe.
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