• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

The Spatzworld Exotic Material System

Spatzimaus

First Post
Long, long ago, my friends and I got really sick of the existing Craft rules, especially in how they handled masterwork items and exotic materials. And, the size rules for materials harvested from creatures (dragonscale) were way off. So, we totally rewrote it all. Since this has come up in several recent threads, I figured now would be a good time to post it.

MATERIALS
We have a table of 44 materials, which I'll include in the next post. Each has the following stats:
Category: All materials fall into one of three basic categories: Hard, Flexible, or Soft. This determines what sorts of items can be made out of it. (We're in the process of redesigning this part, so that every armor has a Primary and a Secondary material, but that's going to require reworking all the bonuses).
For now: clothing, padded, leather, studded, and hide use Soft.
Breastplate, Half-plate and Full Plate only use Hard; in fact, they require a complete "plate", which some Hard materials can't provide. (More on that later.)
Everything else can use either Flexible or Hard as the main material, although chainmail and chain shirts can only use materials that can be molded into links (usually metals).
Type: All materials fall into seven basic types: Metal, Crystal, Plating, Wood, Bone, Leather, and Cloth. Almost all Metals, Crystals, and Plating fall into the Hard category; almost all Wood and Bone falls into the Flexible category, and almost all Leather and Cloth falls into the Soft category. However, there are several exceptions to this; Ironwood, for example, is a Hard material. Metals and Crystals are inorganic, while Plating, Wood, Bone, Leather, and Cloth are organic, unless specified otherwise.
These types are a bit simplified. “Crystal”, for example, includes any non-metallic, inorganic mineral, such as stone, clay, or hardened ectoplasm. “Plating” is any type of hardened animal external covering, such as insect chitin, reptile scales, and dinosaur armor. “Bone” is made from skeletal structure, ivory, teeth, and claws; while these are similar to the materials classified as “Plating”, Bone is far more flexible in practice, and so is listed separately. “Wood” includes all forms of hardened plant matter, including amber.
Source: Materials have one of three origins: they are Mundane (come from the Prime Material plane, although they may be found on some Outer Planes as well), Planar (come from the Elemental planes and are often found on Outer Planes as well), or Alchemical (multiple materials magically bonded together during the mixing process). Alchemical materials will have their constituents noted in the Notes section, and must be bonded as part of the crafting process (you can’t just buy a brick of Orichalcum and mold it into a sword; you have to bond the constituents together in the shape you want the sword to be). While most metals listed are actually alloys, the Source is classified by their primary constituent; for example, Fine Steel requires Iron and Carbon, both of which are Mundane materials, so it is also listed as Mundane. This has no effect on the statistics of the item, other than inflating its cost, but the DM might decide the players simply don't have access to most planar materials.
Cost: The raw material’s cost, in gp per pound. Note that this doesn’t increase the item’s creation time; only the material’s DC and the amount of material needed determines how much time is needed. For most crafted items, the material cost is around 1/3rd of the item’s final value.
DC: The DC of any Craft check using the material in question is increased by this amount. In addition, the total enchantment cost cannot be higher than that of an enhancement bonus equal to the total material DC of the item. This includes Artifacts; non-Epic mortals are still limited to +10 total modifier, of which at most +5 can be Enhancement bonus. Deities aren’t limited in this way.
Hardness: Deduct the Hardness of the material from all damage sources applied to it. All materials have 2 hit points per inch of thickness per point of hardness, unless specified otherwise.
General Bonuses: These nonmagical bonuses apply to all items made from this material. Generally speaking these are weight reductions, increased item HP, or bonuses to saves vs. dispels.
Cost Reductions: If any of the listed enchantments are applied to the item, the item’s Market Price modifier is reduced by 1 (to a minimum of 0). There are separate lists for armors and weapons made from each material. If an "upgradeable" enchantment is listed, any of its upgrades also qualify. Example: if a material lists Flaming, then Flaming Burst also qualifies.
Even if multiple enchantments are listed, you can only get this -1 discount ONCE per item.
Material Bonuses: All armor and weapons receive combat bonuses based on the material used. These bonuses to attack, damage, AC, etc. are nonmagical Material bonuses and stack with other sources unless specified otherwise. If a material lists DR(type) as a weapon bonus, that means it penetrates DR as if it had the specified type or types, even when dispelled or in an anti-magic field.

CRAFT RULES
Replace the PHB crafting time requirements with this:
1> Take the cost, in gp, for the base item from the PHB. This is the cost for a medium-sized, nonmasterwork steel item. The material cost of items made from exotic substances is determined in far more detail below, but the PHB price is the benchmark for this skill, so the cost multiplier for the material is not needed here. The size of the user doesn’t affect the amount of time needed.
2> Mutliply by (DC minus 10, minimum 1). Difficult items take longer to make, since the crafter has to be more careful not to make mistakes. Exotic materials raise or lower the DC.
3> Each day of work, make a Craft check. The check result is the number of gp of progress made. If the total progress exceeds the result of step 2, the item is completed. In general, assume the crafter Takes 10 each day. Assistants provide the usual +2 aid bonus.
Examples: an iron longsword (DC 15+0, base item 15 gp) could be built by a low-level crafter with a +5 Craft bonus in ((15-10) * 15 / 15) = 5 days.
An adamantium Dwarven Waraxe (DC 18+9, base item 30 gp) needs someone with a +17 Craft skill (including tools and assistants) to make, and it'd take him ((27-10) * 30 / 27) = 19 days. That same crafter could make the iron longsword in 3 days.


MATERIAL NEEDED
Armors, shields, and weapons require different amounts of material, depending on their size and effectiveness. The PHB weights are for the finished product, which isn't the same thing. All weights after this point are adjusted by the material’s weight multiplier (if any), so it won’t be mentioned again. The values given are for steel items; most woods and many magical metals weigh less.

Armors and Shields:
Armors and shields each have two components, referred to here as the "Plating" and the "Fittings". Effectively, the first is the material used for the primary damage-absorbing spots, and the second is everything else that uses the primary material. (There's a third category, of "other stuff", like the padding people wear under plate armor, but you can use cheap stuff for that and so we don't count it.)

The amount of plating isn't size-dependent; armors for small wearers tend to just be more concentrated, since a minimum plate size is needed to stop blows. Every armor requires 3 pounds of material per point of AC. (For shields, Bucklers require 2 lbs, Light Shields 4 lbs, Heavy Shields 8 lbs, and Tower Shields 20 lbs.)
This may not really be accurate, but when we tried having it be size-dependent it was WAY too abuseable. It really, really gave a big advantage to the Small races; in a system where exotic materials are very powerful AND hard to get large amounts of, it was just too much of an edge.

Fittings are only dependent on the wearer's size and the material Category. For a Medium wearer, a Shield requires 4 lbs of fittings, armors using Soft or Flexible material require 8 lbs, and Hard armors require 12 lbs. These are then modified for size:
A Tiny wearer multiplies these by x1/4, a Small x1/2, a Dwarf's armor is x3/4. For every size above Medium, "double" this. (It's D&D doubling, so Large is 8/16/24, Huge is 12/24/36, Gargantuan is 16/32/48, and so on.)
Armor can be modified to fit a wearer up to one size different than its original owner by replacing the fittings; generally, you can scavenge half the material from the old fittings for use in the new armor.

Weapons
The amount of material needed for a melee weapon is determined by adding all applicable lines in the following table:
Damage: 2 lbs per point of damage (1d4 = 5 lbs, 1d6 = 7 lbs, 2d4 = 10 lbs, and so on)
Threat range: 3 lbs per point below 20
Multiplier: 3 lbs per point above x2
+5' Exclusive Reach (can't attack adjacent, i.e. polearms): 2 lbs
+5' Inclusive Reach (can attack adjacent, i.e. spiked chain): 6 lbs
Exotic: 2 lbs per Exotic category. (We use a system where one Feat unlocks a general class of Exotics, like "double weapons" or "heavy weapons" (bastard sword, waraxe, etc.), but some splatbook exotics (the Kusari-Gama) would actually fall into more than one exotic group. For now, just call it a flat +2.)
Double Weapon: -5 lbs from the smaller weapon half (minimum 1 lb for that half)
Examples:
Longsword: 12 lbs (9 damage, 3 for crit range). Yes, the final item only weighs 4 pounds, but you lost a lot of metal along the way.
Huge Glaive (2d8, 20/x3, can hit at 15' or 20'): 31 lbs (18 damage, 3 crit range, 4 for two exclusive reach increases, 6 for one inclusive reach increase)

The result is often far more than the item itself weighs; this is how much material is needed, and lighter weapons are particularly wasteful.
Bows require twice the weight listed in the PHB, period. All projectiles take 1 pound of material per 20 projectiles. This might not be realistic, but we didn't want the headaches.

Hardness
In addition to the material's Hardness making it tough to Sunder, armors give a small amount of DR to their wearers. (This counteracts the fact that the weapon material bonuses we use are a bit higher than the armor material bonuses, and we wanted to encourage use of heavier armors.)
Large Shields and Medium Armors give DR of (Hardness/10)/adamantine. Heavy armors give DR of (Hardness/5)/adamantine. (Round all fractions down.) DRs from armors and shields stack with each other and with any other sources of DR.
If a material raises or lowers the weight class of an armor (i.e., Mithral), use the final weight class to determine DR. (A Mithral Breastplate doesn't give DR, and Mithral Full Plate only gives H/10 like other medium armors.)

HARVESTING
Every creature has a certain amount of harvestable material in it.
If HD is the creature's hit dice, and NA is the Natural Armor, then every creature gives 5*HD + 2*NA. How this is distributed depends on the specific creature.
Reptilian creatures (including dragons) generally have NA lbs of large scales (can be used for breastplate, half-plate, or full plate for someone two sizes smaller than the creature), NA lbs of small scales (can only be used for shields, scale, splint, or banded), 3*HD lbs of Hide (flexible enough to be used for Soft armor), HD lbs of Bone that is easy to get to, and HD lbs of bone that basically requires a full dissection to reach.
Exoskeletal creatures give the full amount as Chitin, a Hard material that can be used for plate armors even one size smaller than the creature.
Most mammals, fish, etc. give (2*NA+3*HD) lbs of Hide, and the remaining 2*HD as Bone.
An Ancient Red Dragon could outfit almost an entire party, while a Bison only gives enough leather for a single medium-sized suit.

Now that all the rules are out of the way, I'll post some materials. I can't do all of them, since it's a spreadsheet I can't upload easily, and I'm about to leave for a week. But if there's interest, I'll type the rest in by hand once I get back.
 
Last edited:

log in or register to remove this ad

MATERIALS

I'll give the low-end metals first, since those are the ones most people will use.

Iron
(also includes crude steel, or anything tougher than bronze that doesn't require much skill to work with)
Class: Hard
Type: Metal
Source: Mundane
Cost: 1 gp/lb
DC: +0
Hardness: 10
General Bonuses: 150% HP (30 HP per inch of thickness, and +50% to item HP in general)
Cost Reductions: None
Material Bonuses: None

Fine Steel
Class: Hard
Type: Metal
Source: Mundane
Cost: 10 gp/lb
DC: +3
Hardness: 10
General Bonuses: 150% HP (30 HP per inch of thickness, and +50% to item HP in general)
Cost Reductions: None
Material Bonuses: Weapon (+1 attack), Armor (+1 Armor Check Penalty)

Silver
Class: Hard
Type: Metal
Source: Mundane
Cost: 40 gp/lb
DC: +4
Hardness: 8
General Bonuses: 75% HP (12 HP per inch of thickness, and -25% to item HP in general)
Cost Reductions: None
Material Bonuses: Weapon (+1 attack, bypass DR(silver)), Armor (+1 ACP, Immune to Lycanthropy)


Cold Iron
Class: Hard
Type: Metal
Source: Mundane
Cost: 50 gp/lb
DC: +4
Hardness: 10
General Bonuses: 150% HP (30 HP per inch of thickness, and +50% to item HP in general)
Cost Reductions: None
Material Bonuses: Weapon (+1 attack, bypass DR(cold iron)), Armor (+1 ACP, Immune to Vampires' "Create Spawn" ability)

Cinnabryl, aka Mystaran "Red Steel"
Class: Hard
Type: Metal
Source: Mundane
Cost: 80 gp/lb
DC: +5
Hardness: 10
General Bonuses: 50% weight
Cost Reductions: None
Material Bonuses: Weapon (+1 attack, +(multiplier-1) damage on critical hits), Armor (+1 ACP, +2 to Fortitude saves)


Arandur, aka "Dragon Steel"
Class: Hard
Type: Metal
Source: Alchemic
Cost: 90 gp/lb
DC: +6
Hardness: 12
General Bonuses: None
Cost Reductions: Blooded (custom enchantment in my campaign for both weapons and armor)
Material Bonuses: Weapon (+1 attack, +2 to confirm threats), Armor (+1 ACP, +1 Max DEX, reduces all sources of Force damage by 1)

Mithral
Class: Hard
Type: Metal
Source: Mundane
Cost: 120 gp/lb
DC: +7
Hardness: 15
General Bonuses: 60% weight
Cost Reductions: Lesser Mobility (custom Armor enchantment- for a +2 cost, it improves Max DEX by 2, ACP by 1, -5% Arcane Failure, weight by 10%, requires CL 6 and haste or freedom of movement)
Material Bonuses: Weapon (+2 attack), Armor (+1 ACP, +1 Max DEX, -5% Arcane Failure, reduces armor's weight class one step)

Adamantium (not to be confused with the much stronger Adamantine)
Class: Hard
Type: Metal
Source: Mundane
Cost: 100 gp/lb
DC: +9
Hardness: 20
General Bonuses: None
Cost Reductions: None
Material Bonuses: Weapon (+1 attack, +1 damage, bypass DR(adamantium), ignore half of hardness of struck objects), Armor (+1 ACP, +1 Max DEX)
The armor benefits might sound weak, but the metal has a 20 hardness, which mean medium armors and heavy shields give DR 2/adamantium, and heavy armors are 4/adamantium. That's nothing to sneeze at.

Starmetal
Class: Hard
Type: Metal
Source: Mundane
Cost: 80 gp/lb
DC: +10
Hardness: 20
General Bonuses: 150% weight, 150% HP
Cost Reductions: None
Material Bonuses: Weapon (+1 attack, +1 damage, bypass DR(magic)), Armor (+1 ACP, DR 1/-)

Gartine (inspired by Sagiro's Story Hour)
Class: Hard
Type: Metal
Source: Mundane
Cost: 150 gp/lb
DC: +11
Hardness: 15
General Bonuses: 70% weight
Cost Reductions: Weapon (Keen), Armor (Fortification)
Material Bonuses: Weapon (+1 attack, bypass DR(slashing or piercing)), Armor (+1 ACP, +1 Max DEX)
Effectively, Keen is free.

I'm going to stop here, because I have to catch a plane, but beyond this it's all gems, dragon stuff, and really really rare planar metals.
 

Spatzworld.... :p :lol:

---

This looks really intuitive and fairly easy to use, with the classifications et al. It also allows that whole mystique of finding the best weaponsmith in the land to make your special weapon, and things like that.

Thanks for posting these up, it seems likely that I'll implement this in Selan after I look at the DCs and materials some more.

If you want to sound out the process of the composite armours, I hope you'll post here with details as a look into the ongoing process. I don't know about anyone else, but it's certianly something I'd like to be a part of.
 

Very interesting. Our group did something similar with variant materials - each material has a DC modifier for Craft checks, and has a max craft bonus (falls into the variant masterwork system I came up with - reasoning is that a given material can be made only so good).

The part about the Craft DCs is what got me - I've never seen anyone get around the gp/time thing before. I used flat crafting times based on the item and how complex it is, but this system might actually work better - figure out what it's made of, assign a DC, and determine the price, and you're good to go. It also gives higher-level the chance to make things faster. My way, for each 10 points you exceed the DC, you knock 1 day off, but yours looks more flexible.
 


Back from my trip, and so I can finally respond to the few comments.

Sound of Azure said:
Spatzworld.... :p :lol:

Well, our "house rules" had gotten a bit out of hand, to the point where they were nearly a separate d20 system, so we had to call them SOMETHING. And since I was the one who came up with most of them...
The campaign world itself isn't named that, of course. (We actually use this system in three or four separate campaigns.) But it's just a handy way of differentiating our homebrew from the "core" ruleset (3.5E with a few house rules and a couple splatbooks), which we still use on occasion.

This looks really intuitive and fairly easy to use, with the classifications et al. It also allows that whole mystique of finding the best weaponsmith in the land to make your special weapon, and things like that.

It's a lot easier to use than it first appears, once you figure out what's needed for your own character's items. After all, most fighter-types stick with a single weapon type through their entire career, thanks to Weapon Focus and its kin.
For instance, say you're a Barbarian who uses a Greatsword and a Breastplate. The Greatsword requires 17 lbs of material, the BP needs 27. These won't change, unless the material has a weight multiplier.
Each time you get a new item, you have to look up what bonuses it gets from its materials, but after that point, it's just like anything else; you lump its bonuses in with the ones from STR, BAB, class abilities, enchantments, etc.

The material Type and Source really only affected the cost/availability and whether Druids could wear it. For the cost, the equation I used was:
Cost (in gp/lb) = B * DC * S * T / W
B = the cost in gp/lb of the base (DC=0) material (Iron = 1.0, Wood = 0.5, Leather = 0.2)
DC = the Craft DC modifier
S = Source multiplier (1.0 for Mundane, +0.5 for Planar, +0.5 for Alchemic, +0.5 if it's harvested from an intelligent creature; add all that apply)
T = Type multiplier (2 for Wood, 4 for Leather or Cloth, 6 for Bone, 8 for Crystal, 10 for Metal, Plating that can be used for Plate Armor is 12, Plating that can't is 8.)
W = weight multiplier (0.6 for Mithral, 0.5 for Wood); these will be more expensive in gp/lb, but since you use less, the end result item will cost roughly the same as other items of the same DC.
That gave me a rough value, and I ballparked it to a multiple of 10 from there. (For materials of low DC, I just set it by hand.)

In general, it makes weapons and armor a bit more powerful, through two separate mechanisms:
1> All of the high-end materials have magic Cost Reductions, reducing the cost of the total enchantment by +1. You won't spend a small fortune getting a specific rare material unless you intended to use that enchantment anyway, so overall it's a boost in power, with a slight decrease in flexibility.
2> The material bonuses all stack with magic. (For armor this wasn't a big deal, since it was just an armor check penalty bonus, but for weapons it's an extra +1 to hit for basic mastercraft.) For the high-end materials, this is often how it worked already, but not in all cases.

If you want to sound out the process of the composite armours, I hope you'll post here with details as a look into the ongoing process.

The logic I've got so far is this:
> Each material has a Primary and a Secondary Category, (None/Soft/Flexible/Hard), plus a Weight category. That is, the existing armors break down as:
Light:
Padded: Soft/None
Leather: Soft/Soft
Studded Leather: Soft/Flexible
Chain Shirt: Flexible/Soft
Medium:
Scale: Soft/Hard
Chain: Flexible/Flexible
Breastplate: Hard/Soft
Heavy:
Banded: Flexible/Hard
Half-Plate: Hard/Flexible
Full Plate: Hard/Hard
(We dropped Hide, and Splint was combined with Banded.)

This means that instead of keeping track of the stats for each type of armor, I instead keep 10 sets of modifiers (3 primaries, 4 secondaries, 3 weights), and you simply add the three that are appropriate for each armor. Yes, that's pretty much the same number of sets you had before, but you also add the Material modifiers for the two materials you picked.
That is, if you're wearing a Breastplate, you add the Hard Primary line to the Soft Secondary line to the Medium Weight line, add the Material modifiers for the two materials you're using, and you're done. So instead of a Mithral BP, it's now a Mithral/Dragonhide BP. The nice part of this is that it's easy to know how much material you need; if Hard Primary is 28 lbs, Soft Secondary is 4 lbs, and Medium Weight is 6 lbs, then you need 28 lbs of Hard material, 4 lbs of Secondary, and the last 6 lbs can be of cheap, common stuff (i.e., no real cost). Yes, this is 38 total pounds for a 30-pound item; some of it (mostly the metal) gets wasted in the crafting process.
(In general, Primaries boost AC and a little DR, Secondaries boost DR and a little AC; Primaries restrict MaxDEX, Secondaries restrict ACP. Soft materials are weak in both DR and AC; Flexible have better DR, Hard have better AC.)

One benefit of this is that it handles the weight-modifying armors better. If a normal BP adds the HP, SS, and MW lines, a Mithral BP adds HP, SS, and LW (losing the Medium Armor bonuses and gaining the Light Armor ones.)
Also, there's fewer "suboptimal" armors; Half-Plate's MaxDEX is now HIGHER than Full Plate's, not lower, since a Flexible Secondary is less restricting than a Hard Secondary. Same goes for Armor Check Penalty and Arcane Spell Failure. It's no longer "chain shirt, bp, full plate, or nothing"; there's still a little duplication (see below).

Ongoing issues:
> Shields. Probably just going to have to be a special case.
> We need to reduce the Material Bonuses, since you're now adding two for each armor set, effectively splitting each bonus list into two. As a benchmark, 2/3rds of the bonus goes to the Primary and 1/3rd to Secondary.
> Likewise, we need to reduce the DC modifiers now that two materials are being used for each item. Again, 2/3 vs 1/3.

In the process of balancing this, we're also going to try switching to a partial Armor-As-DR system. Instead of ranging from AC 1 to AC 8 with 1-2 DR (from the Medium/Heavy perk mentioned above), we now range from AC 1 to AC 6 with ~1-7 points of DR. Generally, we trade 1 AC for 2 DR (the 2-handed Power Attack ratio), although the DR scales with material Hardness so that it's more like 4:1 at high levels (when you're using Hardness 15-20 materials consistently.)
The advantage of this is every armor is REALLY unique; when comparing Chainmail to Scale Mail to a Breastplate, you'll have one with high AC and medium DR, one with lower AC and a higher DR, and one with low AC and the medium DR but with fewer penalties to MaxDEX, ACP, etc.
 

Okay, in the last couple weeks I've been working on a preliminary version of the 2-component system that includes a partial armor-as-DR system. Here's what I have; unresolved issues will be listed at the end.

Feedback is really needed, especially on the costs. Yes, I know it's a long, long post, and it gets away from the simplified 3E philosophy of keeping all math simple enough to do in your head, but I still think the system needed a serious overhaul.

If you don't want to read the whole system, just comment on the revised base armor stats, given after the dashed line. By themselves, they were designed to make every armor type worthwhile. There's nothing like the 3E chainmail, where it was inferior in every way to the breastplate (or half-plate to full plate); each armor has its own niche.

The Spatzwold Composite Armor System

Every armor consists of three ingredients.
Primary components are the armor pieces covering the most critical areas of the body, or which form the primary ingredient.
Secondary components are the other armor pieces; in some cases they cover the arms and legs, in others they're just an occasional component.
Fittings are the remainder; generally made of cheaper ingredients, they're the padding under the armor, the straps holding the armor plates together, and any nonessential materials. The only thing the Fittings depend on is the weight class of the armor (Light, Medium, Heavy).

For the materials needed for the Primary and Secondary components, we separate each into our three type categories, Hard, Flexible, and Soft.

To explain the Primary/Secondary split: A chain shirt might be a Flexible Primary with a Soft Secondary, where the chain is covering the critical parts and leather covers the rest. Studded Leather, on the other hand, is a Soft Primary with a Flexible Secondary; the metal helps protection, but it's clearly not the primary ingredient.

So, to construct an armor, you select one of the three Primaries, one of the three Secondaries (or "None" if you had a Soft Primary), and based on the combination you have a certain amount of Fittings dependent on your weight class. Add the three sets of bonuses together.
Exotic materials, as detailed in the original post, can be used for the Primary or Secondary material, adding their own bonuses, and several of these alter which weight class is then used. For example, if you're making a Breastplate out of Mithral and Fine Leather, you'll add the Light set of bonuses/costs instead of the Medium ones, because it's now a Light armor. Making Fittings out of exotic materials does not bestow bonuses, although more complex/expensive fittings will be needed for more difficult materials.

The ten components:
Primary
Soft: 0 AC, (1 + H/5) DR, -2 MaxDEX, 0 ACP, 5% SF, wt. 4 lbs.
Flexible: 1 AC, (1 + H/5) DR, -4 MaxDEX, -1 ACP, 10% SF, wt. 12 lbs.
Hard: 3 AC, (H/10) DR, -6 MaxDEX, -2 ACP, 10% SF, wt. 20 lbs.
Secondary
None: Obviously, no bonuses or penalties.
Soft: 0 AC, (1 + H/5) DR, -2 MaxDEX, 0 ACP, 5% SF, wt. 4 lbs.
Flexible: 1 AC, (H/5) DR, -3 MaxDEX, -2 ACP, 10% SF, wt. 10 lbs.
Hard: 3 AC, (H/10) DR, -4 MaxDEX, -3 ACP, 15% SF, wt. 14 lbs.
Fittings
Light: No bonuses, weight 8 lbs.
Medium: +2 DR, -1 ACP, 5% SF, weight 16 lbs.
Heavy: 1 AC, +2 DR, -2 ACP, 10% SF, weight 24 lbs.

The logic was that leather is a purely "ablative" material; it doesn't prevent a strike from hitting you, it just mitigates its effects. That's why bikers wear leather jackets. Chain, the classic "flexible" material, is similar, although it can occasionally turn a blow. Plate, on the other hand, is all about reducing the chances of a hit, but one that gets through a chink will do more or less full damage.

Generally speaking, the Primary material (torso) limits your MaxDEX more, while the limb coverage restricts Armor Check and Somatic Failure more. The numbers were carefully chosen so that you didn't have redundancy like Soft/Hard and Hard/Soft having the same stats.

For a user of a size other than medium, only the Fittings weights vary; for anything below Small it's x1/4, for Small, it's x1/2, for Dwarves it's x3/4, for Large it's x1.5, Huge is x2, each additional size adds x1. Generally speaking, Fittings weights are about half of the final product for a Medium wearer.

Weights are those of the raw materials needed; the finished products will weigh slightly less. For the Primary and Secondary materials it's 6 lbs per AC and 2 lbs per "average" DR, where H=5 for Soft and H=10 for the others. Fitting weights are hard-set. The DC of the final armor is +1 per AC and +1/2 per average DR, rounded UP.

Most of the DRs depend on the material's Hardness. Keep all fractions until the end; if you're making Full Plate (Hard/Hard) out of an H=15 material, you get 1.5 + 1.5 = 3.0 DR. Armor DR is untyped, ie DR 3/-, although anything that reduces or bypasses object Hardness (sonic damage, or Adamantium halves it) does the same to armor DR. It stacks with all other forms of DR.

-------------------------------------------

The end result (and the DRs assume H=10 for metals and H=5 for leathers, as usual), with differences than the PHB listed in bold:
Light
Padded (Soft/None): DC 11, 0 AC + 2 DR, MaxDEX 8, ACP 0, SF 5%, 10 lbs.
Leather (Soft/Soft): DC 12, 0 AC + 4 DR, MaxDEX 6, ACP 0, SF 10%, 15 lbs.
Studded (Soft/Flexible): DC 13, 1 AC + 4 DR, MaxDEX 5, ACP -2, SF 15%, 20 lbs.
Chain Shirt (Flexible/Soft): DC 14, 1 AC + 5 DR, MaxDEX 4, ACP -1, SF 15%, 25 lbs.
Medium
Scale (Soft/Hard): DC 15, 2 AC + 5 DR, MaxDEX 4, ACP -4, SF 25%, 30 lbs.
Chain (Flexible/Flexible): DC 16, 2 AC + 7 DR, MaxDEX 3, ACP -4, SF 25%, 35 lbs.
Breastplate (Hard/Soft): DC 16, 3 AC + 5 DR, MaxDEX 2, ACP -3, SF 20%, 30 lbs.
Heavy
Banded (Flexible/Hard): DC 17, 4 AC + 6 DR, MaxDEX 2, ACP -6, SF 35%, 40 lbs.
Half-Plate (Hard/Flexible): DC 18, 5 AC + 5 DR, MaxDEX 1, ACP -6, SF 30%, 45 lbs.
Full Plate (Hard/Hard): DC 18, 6 AC + 4 DR, MaxDEX 0, ACP -7, SF 35%, 50 lbs.

It's a lot to take in, but after my friends and I looked through them, we realized that each of these armors now had something going for it. Medium armors are noticeably stronger than before, especially Chainmail, which now has the highest DR in the game (make it out of a material with Hardness 25, and it gives 13 DR!). Full plate got noticeably worse, although it's still the highest AC, while the other heavy armors are actually viable.
And because rare materials and masterwork now multiply cost instead of strictly adding, being cheaper is now a substantial benefit; sure, Scale Mail has a higher MaxDEX than chainmail or breastplates, but its biggest advantage is its COST (~100gp instead of the ~200 the other two cost), which saves you a lot when you're making something out of rare ingredients.

Also, we basically assumed that the PHB "Full Plate" was already a masterwork, which explained why it was so much better than half-plate. Our masterwork equivalents add +1 MaxDEX on any Primary and +1 ACP on any Secondary, which returns you back to the PHB stats for full plate.

Craft DC is the base DC listed above, plus half the DC modifier (round UP) of the Primary material, plus half the DC modifier (round DOWN) of the Secondary material. So, full plate made with really rare metals might require a Craft check of 38 or higher, which needs a 20th-level smith and some assistants.

The main ongoing issue is Cost. It's easy enough to estimate some new base costs of the armors (Padded 10, Leather 15, Studded goes up to 75ish, Scale to 100, Chain to 200, Full Plate and Half-Plate go way down to 400/500ish, most of the others don't move much), but to tie into our exotic material system, it's a bit more complex.

I've tried a bunch of different equations, and the problems come down to this:
> I need the Fittings cost to scale up appropriately, so they don't become a non-issue. Similarly, Secondaries should cost a little less than the corresponding Primary.
> "Masterwork" items (those made from Fine Steel and Fine Leather) should still be relatively cheap; the "book" value was PHB+150gp, and I'm looking for something more like 5x or 10x the base value.
> Items made from the rarest materials (ones costing 300 gp per lb or more, with DC modifiers of +20ish) should cost less than 100k, the cost of making a +5 heavy fortification armor of DOOM!!! style of enchantment. If the mundane armor costs more than an enchantment that has superior effects, people won't want the rare materials as much. (On the other hand, making it too cheap screws things up as well.)
The equation I have now is horribly over-complex, but it at least gets the values in the right ballpark: "masterworks" cost 120 (leather) to 2800 (full plate), while armors made out of the rarest materials cost 20-40k.

Cost = ((Mat_P*Wt_P) * Cost_P * (DC_T / (10 + MDC_P)) * 6 + ((Mat_S*Wt_S) * Cost_S * (DC_T / (10 + MDC_S)) *4 + ((Mat_F*Wt_F) * (Cost_P + Cost_S) * (DC_T / (20 + (MDC_P+MDC_S)) *2
where DC_T is the base DC of the armor (11-18), MDC are the material DC modifiers, Cost is in gp/lb, Wt is a weight multiplier (1.0 for most metals, 0.5 for things like Mithral), and Mat is the material weight listed in the table above (20 lbs for Hard Primary, etc.)
I'm trying to find a simpler version that still gives the scalings I want.
 

Just a few random comments:

Full plate got noticeably worse, although it's still the highest AC, while the other heavy armors are actually viable.
Yeah... I don't think 1 point of AC is worth the price increase over half-plate, personally - 1 point of Dex bonus will make up for it, except when the PC is flat-footed, and it weighs 5 pounds less.

> "Masterwork" items (those made from Fine Steel and Fine Leather) should still be relatively cheap; the "book" value was PHB+150gp, and I'm looking for something more like 5x or 10x the base value.
Go with x4 - that's what I used, and it seems to work pretty well. The low-end weapons (daggers, clubs, etc.) end up pretty cheap, but they have less material to work with than armor.

> I need the Fittings cost to scale up appropriately, so they don't become a non-issue. Similarly, Secondaries should cost a little less than the corresponding Primary.
Why have Fittings at all? They're just bits and bobs that don't actually DO anything, and form such a small part of the total material that they should have no real impact on the price - plate mail, for instance, has leather straps and (probably) iron buckles; those things are very cheap and easy to replace - a few coppers, at most.
 

Kerrick said:
Yeah... I don't think 1 point of AC is worth the price increase over half-plate, personally - 1 point of Dex bonus will make up for it, except when the PC is flat-footed, and it weighs 5 pounds less.

It's a fair point, and it's how I expect most people to react. In my mind, Full Plate would be only for those people who wanted AC at all costs. There's even some historic precedents; armies that tried to outfit all of their troops in heavier armors stuck with the equivalent of splint/banded or half-plate, and it wasn't because of the cost; you weren't helpless if you fell off your horse, for one thing. And, you could actually MOVE a little.

But also remember, you can only get that point of DEX AC if you actually have the DEX to begin with. If one of the benefits of masterwork is an increased MaxDEX, and several exotic materials pump that up further, sooner or later even half-plate will exceed the DEX you have. For someone with a DEX in the 10-12 range, Full Plate will almost always be better.

The best example of this are the Medium armors; there's Scale (weakest AC/DR, but +4 MaxDEX), Chain (better DR than Scale, but only +3 MaxDEX), and Breastplate (better AC than Scale and lower ACP/SF than the others, but +2 MaxDEX). Sure, if you've got an 18 DEX and are level 1 you'd rather use Scale than BP, but once you get into the Mithral range, only someone with a DEX in the mid-20s would be able to take advantage of the extra MaxDEX of Scale.

Go with x4 - that's what I used, and it seems to work pretty well. The low-end weapons (daggers, clubs, etc.) end up pretty cheap, but they have less material to work with than armor.

What I mean is, I want the price my equation spits out to be approximately 5-10x the base cost. It'd be easy enough to force the value to a certain number, but I'd rather not do that. The problem is that since the PHB "masterwork" was a flat cost addition, changing it to a multiplication really skews people towards the light armors again, which is exactly what I don't want. So, it needs to be more like 10x at the low end, and 5x at the high end.

For Weapons, at first I was just doing that sort of multiplication (x10 for Fine Steel weapons), but in the first post of this thread I mentioned a way of knowing how many pounds of material a weapon needed, so it's much better now; before, everyone would go for the cheap weapons; if a Falchion is 75 gp and a Greatsword is 50gp, previously they'd cost about the same as masterworks; but if some material multiplies these by 300, do you really want to pay an extra 7500gp when you don't have to?

Why have Fittings at all? They're just bits and bobs that don't actually DO anything, and form such a small part of the total material that they should have no real impact on the price - plate mail, for instance, has leather straps and (probably) iron buckles; those things are very cheap and easy to replace - a few coppers, at most.

When I say Fittings, I'm also talking about the padding you wear under the armor, the gloves you wear if you don't have gauntlets, etc.; it's all the stuff that doesn't directly protect, and ends up being about half the final item's weight (heavy armors have 24 lbs of "Fittings").
But if you're still talking about the Fittings for mundane materials, and you're right, it'll still be relatively cheap. What happens when you make a suit out of pure Adamantine? You can't just use simple leather straps and iron buckles to hold the plates together, because they couldn't stand up to the sort of beating the much harder material is designed to take. And is someone going to use simple cloth padding underneath a breastplate made from Dragon scales? No, it'll be correspondingly fancier. So I want the cost to scale up accordingly.
Also, the Fittings are the only things that depend on the wearer's size, in this system, so I wanted there to be a tangible decrease in cost for a smaller race. It doesn't have to be a huge change, but I want a non-trivial cost.
 

But also remember, you can only get that point of DEX AC if you actually have the DEX to begin with. If one of the benefits of masterwork is an increased MaxDEX, and several exotic materials pump that up further, sooner or later even half-plate will exceed the DEX you have. For someone with a DEX in the 10-12 range, Full Plate will almost always be better.
Well, yeah. If you're planning on making a tank fighter, chances are you're not going to dump too many points into Dex.

Sure, if you've got an 18 DEX and are level 1 you'd rather use Scale than BP, but once you get into the Mithral range, only someone with a DEX in the mid-20s would be able to take advantage of the extra MaxDEX of Scale.
If I've got a Dex that high, I'm going to be wearing leather or, at most, studded leather, unless I could get my hands on a mithral chain shirt - that's 3-4 points of ACP over scale mail, and when you're playing someone with a high Dex, that's a huge advantage.

What I mean is, I want the price my equation spits out to be approximately 5-10x the base cost. It'd be easy enough to force the value to a certain number, but I'd rather not do that. The problem is that since the PHB "masterwork" was a flat cost addition, changing it to a multiplication really skews people towards the light armors again, which is exactly what I don't want. So, it needs to be more like 10x at the low end, and 5x at the high end.
Oh, I see. Seems like you have a good idea right there - x10 for light armors, x7.5 for medium, and x5 for heavy.

I don't see why MW leather would (or should) cost the same as MW plate mail, though... plate uses a LOT more material, and metal is a lot harder to work than leather - that's why plate mail costs more in the first place. If you want protection, you're going to shell out the money for it - that tank fighter I mentioned above isn't going to get much benefit from leather armor with his 11 Dex, so he's going to go with something heavier - bandeded, scale, or even plate.

if a Falchion is 75 gp and a Greatsword is 50gp, previously they'd cost about the same as masterworks; but if some material multiplies these by 300, do you really want to pay an extra 7500gp when you don't have to?
Probably not... maybe have a modifier based on the weapon's size, so all light weapons are still relatively the same, all one-handed, etc., like I suggested above for armors.

When I say Fittings, I'm also talking about the padding you wear under the armor, the gloves you wear if you don't have gauntlets, etc.; it's all the stuff that doesn't directly protect, and ends up being about half the final item's weight (heavy armors have 24 lbs of "Fittings").
Ah, okay. In that case, yeah, the cost should vary depending on the size of the armor.
 

Into the Woods

Remove ads

Top