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OGL/D20: Simplified Arms and Armor, Having problems with pricing

Meatboy

First Post
Hello EN World! I have come up against a bit of a problem while tinkering with my homebreww stuff. I use a very stripped down version of the weapons and armor from the SRD and now I am not sure how to reconcile the prices of different, yet functionally identical items.

So here is the basic breakdown on weapons (for medium sized creatures)
light weapon 1d4 damage
One handed weapon 1d6 damage
Two handed weapon 1d8 damage

The biggest problem I have is with things like a staff vs a great sword. I have no problem with them both dealing the same damage (though I'm sure some people do) my issue is those both will have wildly different costs and I am not sure how I would prevent players from just choosing to use staves, spears, knives or clubs over functionally identical yet more expensive longswords, battle axes etc.

Presently I am thinking of implementing a category of equipment called "makeshift". This will be a lot like masterwork except on the other end of the scale. So if masterwork arms and armor represent the best pieces of a craftsman then makeshift arms and armor would be the "meh, that'll do." side of a craftsman.

Such items might be scavanged, ill fitting, piecemeal, or made from substandard materials. They would confer a penalty to use them but if they were to be bought they would have reduced pricing.

This way a "spear" might just be a makeshift two handed weapon. It wouldn't be quite as good as a polearm or greatsword but it wouldn't be as expensive either. You could also get a spear that is just as good but that would be reflective in the cost.

That is just my current thoughts on the matter. I am very interested in any other ideas that may be out there. I am sure that this can't be the first time something like this has been attempted and would prefer not to reinvent the wheel.
 

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If your weapons have only one quality, that'll probably have a big effect on prices. But think about the effect in the game world: if your staves behave identically to swords, weaponsmiths will probably decide not to make swords. Because it's much easier to make a staff, right?

But if you really want swords in your game world that behave identically to staves, think about making those staves wear down and break much earlier than swords.
 

If your weapons have only one quality, that'll probably have a big effect on prices. But think about the effect in the game world: if your staves behave identically to swords, weaponsmiths will probably decide not to make swords. Because it's much easier to make a staff, right?

But if you really want swords in your game world that behave identically to staves, think about making those staves wear down and break much earlier than swords.

Thanks for the reply.

I'm not sure that the characters that populate the game will have any idea how much damage weapons do. Technically I'm not sure people in real life would be able to differentiate the damage done by a stick to the temple or a blade to the neck, EG: they both most likely kill you.

Mostly I am trying to keep things as simple as possible to facilitate speed of play. Weapon degredation is a no no for that. I may just have to assign arbitrary values and let the chips fal where they may.
 

No degredation?

How about reputation? What respectable knight walks around with a stick?

Average Joe probably knows that a claymore does more damage than a dagger. Professional Soldier Joe knows the intricacies of how a claymore cuts through chainmail, and where to place a dagger through platemail . . . but more importantly, which weapon kills faster.
 

Nope I had already thought about a reuptation and break mechanic, but I want to keep things as simple as I can. This is more a game world issue than it is an issue for the PCs. Character's tend to end up with good mundane equipment quickly so when I wrote up the rules I just said "pick the gear you want. No magic."

Now however I am thinking in terms of "what if the PCs need to outfit a farming village with arms and armor to protect against a horde of some kind?" Only once I started thinking outside the dungeon has this become a sticking point for me.
 

I have no problem with them both dealing the same damage (though I'm sure some people do) my issue is those both will have wildly different costs and I am not sure how I would prevent players from just choosing to use staves, spears, knives or clubs over functionally identical yet more expensive longswords, battle axes etc...Only once I started thinking outside the dungeon has this become a sticking point for me.

Ahh, yes, people always deny that the rules of the system are the physics of the game universe until it hits them in the head.

You've got basically two choices. Either you can price everything the same because they are the same and by the rules of the universe (at least the ones that matter) have the same battlefied utility, and assume that staves, axes, and swords cost the same to make. This is for example what you'd likely see in a cRPG like Diablo or the like. Or you can add a second quality to the system to justify the different in pricing.

Personally, I'd make this second quality more robust. Something like:

Makeshift: -2 to hit, -1 to damage
Poor: -1 to hit, -1 to damage
Common: -1 to hit
Average: No adjustments
Quality: +1 to hit
Exceptional: +1 to hit, +1 to damage
Masterwork: +1 to hit, +2 to damage

So all longswords might be at miniumum an exceptional one handed weapons. A garden hoe might be a makeshift two-handed weapon. Staves might be poor quality two-handed weapons. Spears might be average to handed weapons. Halbards might be exceptional two-handed weapons. Price accordingly.

Of course, you can always find weapons of above or below average quality.

I suspect in the long run you're going to add additional complexity to your system as you keep finding new problems. At least if you give yourself some design space to begin with, you'll be able to hang on to your 'simplicity' as long as possible.
 

Ahh, yes, people always deny that the rules of the system are the physics of the game universe until it hits them in the head.

You've got basically two choices. Either you can price everything the same because they are the same and by the rules of the universe (at least the ones that matter) have the same battlefied utility, and assume that staves, axes, and swords cost the same to make. This is for example what you'd likely see in a cRPG like Diablo or the like. Or you can add a second quality to the system to justify the different in pricing.

Personally, I'd make this second quality more robust. Something like:

Makeshift: -2 to hit, -1 to damage
Poor: -1 to hit, -1 to damage
Common: -1 to hit
Average: No adjustments
Quality: +1 to hit
Exceptional: +1 to hit, +1 to damage
Masterwork: +1 to hit, +2 to damage

So all longswords might be at miniumum an exceptional one handed weapons. A garden hoe might be a makeshift two-handed weapon. Staves might be poor quality two-handed weapons. Spears might be average to handed weapons. Halbards might be exceptional two-handed weapons. Price accordingly.

Of course, you can always find weapons of above or below average quality.

I suspect in the long run you're going to add additional complexity to your system as you keep finding new problems. At least if you give yourself some design space to begin with, you'll be able to hang on to your 'simplicity' as long as possible.

Thank you. I like this. A lot. 7 qualifiers might be a little too robust for me but the expanded options look like they could fit the bill.

I don't mind some added complexity as long as it helps me get the game I'm looking for.
 

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