Difference between revisions of "WNH Ship Repairs"

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(Created page with "Use of Mending for Repairs: So, rather than using the Mending rules in the SJ books, which basically make Mending work in a way that does not mesh with how the spell works, I...")
 
 
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Use of Mending for Repairs: So, rather than using the Mending rules in the SJ books, which basically make Mending work in a way that does not mesh with how the spell works, I’m using the following rules:
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* You can only use mending to repair a lightly damaged ship component. This is a component that is has 66% of its hit points or more.
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* Using Mending takes one minute per hit point repaired.
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==Rock of Bral Costs==
* Using Mending to repair that upper third of hit points is pretty typical - shipyards are accustomed to making repairs of significant damage (bringing hp up to that 66% mark and then letting a spellcaster hired by the PCs aboard to finish the rest). Many shipyards will even provide such a spellcaster for hire for those repairs, charging normal fees for repair up to the 66% mark, and then a spellcaster at a 2gp per hp discount (which is a 90% discount in cost).
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* '''Materials:''' 2gp per point. This is reduced to 1gp for guild members.
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* '''''Mending'' Magician:''' 4gp per hit point repaired by Shipwright's Guild magician, in a single day. If a ship has paid for time in drydock, this cost is reduced to 2gp per hit point.
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** It is also possible to find other magicians to use the ''mending'' cantrip to a ship's damage for less, but their work is not insured by the Shipwright's Guild (and such magicians may not perform their repairs on a ship in guild drydock).
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* '''Modest Repairs:''' 7gp per day for each Shipwrights' Guild crew. This is reduced to 5gp for guild members.
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* '''Drydock Repairs:''' 10gp per day for a Shipwrights' Guild crew. Additional crews working in drydock cost as per Modest Repairs.
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==Practical Repairs==
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By and large, most ships are repaired by the application of skilled workers, raw materials, and time.
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* '''Crews:''' A ship repair crew consists of at least one worker skilled with carpenter's tools, and a minimum of four others to assist them. Each such team can repair one hit point per day to a ship's hull or other components.
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* '''Typical Cost:''' 1gp - 3gp per hit point restored. There is no additional cost if the repair crew is made up of ship's crew. This amount is folded into the cost for repair crews, however.
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===Modest Repairs===
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If the ship's hit points are above the halfway point, the ship doesn't need to be put into drydock – repairs are possible while the ship is moored normally.
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* '''Typical Cost:''' 7gp - 10gp per day for a crew of shipwrights.
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===Drydocks Repairs===
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If the ship's hit points have dropped below the half-way mark, it must be put up in a drydock to repair it at least to 50% hit points.
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* '''Typical Cost:''' 1gp - 3gp per day for a ship berthed at drydock. This does not include the cost of repair crews.
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==Magical Repairs==
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* '''''Mending'':''' ''Mending'' can be used to repair light damage to a ship – that is, a ship component that has taken one third of its hit point total in damage or less. Using ''mending'' in this way repairs one hit point per minute of focused work with the cantrip.
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* '''Hiring Magicians:''' A magician capable of using ''mending'' can command between 1-5gp per hit point repaired.

Latest revision as of 16:16, 9 July 2023

Rock of Bral Costs

  • Materials: 2gp per point. This is reduced to 1gp for guild members.
  • Mending Magician: 4gp per hit point repaired by Shipwright's Guild magician, in a single day. If a ship has paid for time in drydock, this cost is reduced to 2gp per hit point.
    • It is also possible to find other magicians to use the mending cantrip to a ship's damage for less, but their work is not insured by the Shipwright's Guild (and such magicians may not perform their repairs on a ship in guild drydock).
  • Modest Repairs: 7gp per day for each Shipwrights' Guild crew. This is reduced to 5gp for guild members.
  • Drydock Repairs: 10gp per day for a Shipwrights' Guild crew. Additional crews working in drydock cost as per Modest Repairs.

Practical Repairs

By and large, most ships are repaired by the application of skilled workers, raw materials, and time.

  • Crews: A ship repair crew consists of at least one worker skilled with carpenter's tools, and a minimum of four others to assist them. Each such team can repair one hit point per day to a ship's hull or other components.
  • Typical Cost: 1gp - 3gp per hit point restored. There is no additional cost if the repair crew is made up of ship's crew. This amount is folded into the cost for repair crews, however.

Modest Repairs

If the ship's hit points are above the halfway point, the ship doesn't need to be put into drydock – repairs are possible while the ship is moored normally.

  • Typical Cost: 7gp - 10gp per day for a crew of shipwrights.

Drydocks Repairs

If the ship's hit points have dropped below the half-way mark, it must be put up in a drydock to repair it at least to 50% hit points.

  • Typical Cost: 1gp - 3gp per day for a ship berthed at drydock. This does not include the cost of repair crews.

Magical Repairs

  • Mending: Mending can be used to repair light damage to a ship – that is, a ship component that has taken one third of its hit point total in damage or less. Using mending in this way repairs one hit point per minute of focused work with the cantrip.
  • Hiring Magicians: A magician capable of using mending can command between 1-5gp per hit point repaired.