I have devised a method for creating and appraising armour. I reason for this post is that I would like some outside perspective on the mechanic I have created. The rules are laid out in the file attached.
Example:
Frarin, a dwarven armoursmith, wants to make a jerkin of leather (corset).
The price for his materials is:
25% of 2 SP = 2 sp
2 sp + 2 sp = 1 SP
Frarin also gets an order for a hauberk of dwarf chain. The price for his
materials is:
125% of 7 SP = 8 SP, 3 sp
50% of 8 SP, 3 sp = 4 SP, 1 sp, 50 cp
4 SP, 1 sp, 50 cp + 8 sp = 6 SP, 1 sp, 50 cp
Where do those 2 lines come from? why the +2sp and the +8 sp?
2)
It seems your rules imply that TDA is not related to Armor type (simply skill related) I think that implies that chainmail will wear out long before leather since it can take more damage per hit...
The cost of the armour is 25% of the selling price (2 sp) plus 1 sp/1 pt of armour rating (ie damage reduction) (2 sp) which will equal the 4 sp or 1 SP. The equations for creating armour make it so that the cost of making a corset is about half the selling price and the cost of making a hauberk is about 2/3 - 3/4 the selling price.
I would think that a really well-made suit of leather armour would last much longer than a poorly made suit of chain. The way I have set it up is so that:
1) Anyone can make the armour, but well-made and long-lasting armour requires a lot of skill or lucky dice -- something I think to be intuitive.
2) It also makes chainmail and such items harder to make and make well, thus making them a bit more rare (which is my opinion of the setting, only large smithies or armouries are able to pay for and craft these, in gaming terms, powerful items ).