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 Post subject: IDEA: Self-Centered Change to Rubber Armor
PostPosted: Thu Feb 07, 2008 4:40 pm 
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Joined: Fri Oct 17, 2003 10:06 am
Posts: 719
So, I was looking at making a cloth priest, and so for the first time I needed to actually examine armor2, and magical vestments. MV requires the material to be of a type that can be repaired at a tailor. Fine. Not a huge requirement, keeps you from wearing flame/water/energy and getting an MV bonus, or keeping flame from getting wrecked.

Here is my question, all of those are magical materials so of course they can't be tailored, some of the other cloth material types are like paper, and ink, also no reason they should be able to be tailored. What about rubber though? It makes as much sense as being tailorable as scale does, and I don't really see any horrible game balance issues arrising from rubber being a repairable material. Hell, lower the AC on it a tad if need be, but it'd be nice to open some more style/eq choices up for cloth-based characters.


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PostPosted: Thu Feb 07, 2008 4:42 pm 
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Mortal Philanthropist

Joined: Mon Jun 21, 2004 12:58 pm
Posts: 3632
Location: Spokane, WA
I agree fully with this.


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PostPosted: Thu Feb 07, 2008 5:20 pm 
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Joined: Sun Nov 30, 2003 9:36 pm
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Location: Harrisburg, PA
Slightly on topic:

There should be at least one(perhaps a few) mage smiths that repair and resize items with magic instead of a forge.

These mage smiths would be able to repair normally un-repairable materials as well as resize them.

On topic:

But I agree, if scale can be tailored I don't see any reason rubber shouldn't be able to be.


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PostPosted: Thu Feb 07, 2008 7:31 pm 
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Joined: Mon May 08, 2006 9:36 pm
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Location: Coiled patiently beneath your tongue
I'll wholeheartedly agree that if rubber can be manufactured in the first place, there needs to be somewhere to repair it. Not sure about tailors, though.

The idea of a shop where certain types of item are repaired by alchemical processes would be a fun thing to make if I'm allowed to do so, and I'd definitely include rubber in the list of included types in such. Barring Dulrik's objection I'll put that on my to-do list, building-wise.


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PostPosted: Thu Feb 07, 2008 8:57 pm 
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Joined: Fri Jan 21, 2005 2:37 pm
Posts: 391
<3 That's just spiffy.


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PostPosted: Thu Feb 07, 2008 10:24 pm 
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Joined: Thu Dec 22, 2005 7:27 am
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Thuban wrote:

The idea of a shop where certain types of item are repaired by alchemical processes would be a fun thing to make if I'm allowed to do so, and I'd definitely include rubber in the list of included types in such. Barring Dulrik's objection I'll put that on my to-do list, building-wise.

Achernar did a quest whily everyone was at the wedding over the summon that in its end allowed you to go to a guy and repair anything.


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PostPosted: Fri Feb 08, 2008 12:02 am 
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Oh, well I guess I won't add it then.

No, wait, yes I will. :P


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PostPosted: Fri Feb 08, 2008 1:03 am 
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Joined: Wed Dec 10, 2003 9:11 am
Posts: 905
Location: Germany
There is also another area that allows you to repair such items, but the options of that are very limited time-wise. An actual shop, with a few restrictions perhaps, would be a great addition Thuban.

Make it so!


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PostPosted: Fri Feb 08, 2008 1:15 am 
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Joined: Mon Jun 21, 2004 12:58 pm
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Location: Spokane, WA
I would not mind if more exotic materials cost more money to repair.


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PostPosted: Fri Feb 08, 2008 5:55 am 
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Joined: Sun Jul 24, 2005 10:00 pm
Posts: 337
Location: LA
Also, a carpenter to repair wood, and a jewler to repair stone jewelry... Just a thought.


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