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A COMPLETE solution for low magic games and the economy of 4e
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<blockquote data-quote="Daniel D. Fox" data-source="post: 4696653" data-attributes="member: 55033"><p><strong>Preface -</strong></p><p> </p><p>I run a low-magic game where grain dictates the prices on items. A great amount of influence came from Grain Into Gold, a suppliment I recommend any worldbuilder adopts.</p><p> </p><p> </p><p><strong>Arms and Armor</strong></p><p>Listed below are the links to Armor and Weapons, with a pricing structure adopted to where DMs can sell, distribute and/or allow players to purchase improved-quality items that confer bonuses to hit and criticals without having to heavily houserule passive bonuses by level. Armor and weapons are divided by material type (feel free to ignore the additional HP by shield quality type). You'll note there is a common convention by material type used for Light and for Heavy armors. Similarly, Weapons adopt the same naming conventions for material used for Heavy armors. Prices are fully worked into the listings in the spreadsheet. Note the tabs at the bottom of the page; it has all weapons from PHB and Adventurer's Vault listed with appropriate prices (shuriken are missing, but I treat them as daggers in my game):</p><p><u><span style="color: #ffcc00"><a href="http://deismaar.pbwiki.com/f/Armor_WeaponsFinal.xls" target="_blank">http://deismaar.pbwiki.com/f/Armor_WeaponsFinal.xls</a></span></u><a href="http://deismaar.pbwiki.com/f/Armor_Weapons.xls" target="_blank">http://deismaar.pbwiki.com/f/Armor_Weapons.xls</a></p><p> </p><p> </p><p><strong>Equipment, Houses, Tools, Clothes, Horses and Foodstuffs</strong></p><p>I've also attached a spreadsheet with every item you could possibly think of for a player to purchase, and listed salaries for common professions. This is ripped directly from Grain Into Gold. Salaries help establish a modicum of understanding how much "gold is really worth" to the average player:</p><p><a href="http://deismaar.pbwiki.com/f/CommonSalariesAndEquipment.doc" target="_blank">http://deismaar.pbwiki.com/f/CommonSalariesAndEquipment.doc</a></p><p> </p><p> </p><p><strong>Rituals for Item Creation</strong></p><p>Additionally, listed below are two rituals (rites) players can use to craft arms and armor, repair their equipment and craft trade goods.</p><p> </p><p><strong>Craft Trade Good (Level 1 Rite)</strong></p><p> </p><p><em>Planking the final board, you begin sanding the oaken table. Your apprentices are boiling the oil and mineral spirits, ready to polish this exquisite gift for the duke.</em></p><p><strong>Level:</strong> 1</p><p><strong>Time: </strong>Special</p><p><strong>Duration:</strong> Permanent</p><p><strong>Component Cost:</strong> Focus worth 360 gm, plus 1/3rd of the item's cost in materials</p><p><strong>Special Key Skill:</strong> Moderate Endurance skill challenge at your level, Easy Endurance skill challenge at lower levels</p><p>A single trade good is created over a period of days. You can only craft items equal to your level, however you can craft lesser trade goods if you so choose. Your level determines the quality of the trade good, in accord when the trade good is used to augment a <em>skill challenge</em>. Note that all items fall under the following levels - 1, 3, 8, 13, 18, 23 or 28 (e.g if you are 7th level, you can only craft trade goods of 3rd level or below).</p><p> </p><p>To determine the number of days that is required to craft, take the total cost of the item and divide by ten. For every three apprentice craftsman, you may reduce the amount of time by one day. For every two journeymen craftsmen, you may reduce the amount of time by one day. For every master craftsman, you may reduce the amount of time by one day. In the case where items cost less than 1 gm, assume you can craft 10 of these trade goods unless the DM arbitrates otherwise.</p><p> </p><p>You must utilize your Endurance for a moderate skill challenge for items at your level, and Endurance for an easy skill challenge at lower levels. This equates to four successes before 2 failures. For any failures beyond 2, you must spend an additional day and spend 1/5 the item's cost to continue crafting the item.</p><p> </p><p>Additionally, you can repair most trade goods successfully by spending 1/5th the items cost during an extended rest.</p><p> </p><p><strong>Focus:</strong> A set of Trade Tools worth 360 gm.</p><p> </p><p><strong>Craft Arms and Armor (Level 3 Rite)</strong></p><p> </p><p><em>Working day and night, you finally complete your work. Raising the masterwork steel blade into the light, it reflects the guttering fire from the hearth along its keen edge.</em></p><p><strong>Level:</strong> 3</p><p><strong>Time: </strong>Special</p><p><strong>Duration:</strong> Permanent</p><p><strong>Component Cost:</strong> Focus worth 1032 gm, plus 1/3rd of the item's cost in materials</p><p><strong>Special Key Skill:</strong> Moderate Endurance skill challenge at your level, Easy Endurance skill challenge at lower levels</p><p>A single weapon or suit of armor is created over a period of days. You can only craft items equal to your level, however you can craft lesser arms and armor if you so choose. </p><p>Note that all arms and armor fall under the following levels - 1, 3, 8, 13, 18, 23 or 28 (e.g if you are 7th level, you can only craft arms and armor of 3rd level or below).</p><p> </p><p>To determine the number of days that is required to craft, take the total cost of the item and divide by ten. For every three apprentice craftsman, you may reduce the amount of time by one day. For every two journeymen craftsmen, you may reduce the amount of time by one day. For every master craftsman, you may reduce the amounf of time by one day.</p><p> </p><p>You must utilize your Endurance for a moderate skill challenge for items at your level, and Endurance for an easy skill challenge at lower levels. This equates to four successes before 2 failures. For any failures beyond 2, you must spend an additional day and spend 1/5 the item's cost to continue crafting the item.</p><p> </p><p>Additionally, you can repair most arms or armor successfully by spending 1/5th the items cost during an extended rest.</p><p> </p><p><strong>Focus:</strong> A set of Arms and Armor Tools worth 1032 gm. </p><p> </p><p>Enjoy!</p></blockquote><p></p>
[QUOTE="Daniel D. Fox, post: 4696653, member: 55033"] [B]Preface -[/B] I run a low-magic game where grain dictates the prices on items. A great amount of influence came from Grain Into Gold, a suppliment I recommend any worldbuilder adopts. [B]Arms and Armor[/B] Listed below are the links to Armor and Weapons, with a pricing structure adopted to where DMs can sell, distribute and/or allow players to purchase improved-quality items that confer bonuses to hit and criticals without having to heavily houserule passive bonuses by level. Armor and weapons are divided by material type (feel free to ignore the additional HP by shield quality type). You'll note there is a common convention by material type used for Light and for Heavy armors. Similarly, Weapons adopt the same naming conventions for material used for Heavy armors. Prices are fully worked into the listings in the spreadsheet. Note the tabs at the bottom of the page; it has all weapons from PHB and Adventurer's Vault listed with appropriate prices (shuriken are missing, but I treat them as daggers in my game): [U][COLOR=#ffcc00][URL]http://deismaar.pbwiki.com/f/Armor_WeaponsFinal.xls[/URL][/COLOR][/U][URL="http://deismaar.pbwiki.com/f/Armor_Weapons.xls"][/URL] [B]Equipment, Houses, Tools, Clothes, Horses and Foodstuffs[/B] I've also attached a spreadsheet with every item you could possibly think of for a player to purchase, and listed salaries for common professions. This is ripped directly from Grain Into Gold. Salaries help establish a modicum of understanding how much "gold is really worth" to the average player: [URL]http://deismaar.pbwiki.com/f/CommonSalariesAndEquipment.doc[/URL] [B]Rituals for Item Creation[/B] Additionally, listed below are two rituals (rites) players can use to craft arms and armor, repair their equipment and craft trade goods. [B]Craft Trade Good (Level 1 Rite)[/B] [I]Planking the final board, you begin sanding the oaken table. Your apprentices are boiling the oil and mineral spirits, ready to polish this exquisite gift for the duke.[/I] [B]Level:[/B] 1 [B]Time: [/B]Special [B]Duration:[/B] Permanent [B]Component Cost:[/B] Focus worth 360 gm, plus 1/3rd of the item's cost in materials [B]Special Key Skill:[/B] Moderate Endurance skill challenge at your level, Easy Endurance skill challenge at lower levels A single trade good is created over a period of days. You can only craft items equal to your level, however you can craft lesser trade goods if you so choose. Your level determines the quality of the trade good, in accord when the trade good is used to augment a [I]skill challenge[/I]. Note that all items fall under the following levels - 1, 3, 8, 13, 18, 23 or 28 (e.g if you are 7th level, you can only craft trade goods of 3rd level or below). To determine the number of days that is required to craft, take the total cost of the item and divide by ten. For every three apprentice craftsman, you may reduce the amount of time by one day. For every two journeymen craftsmen, you may reduce the amount of time by one day. For every master craftsman, you may reduce the amount of time by one day. In the case where items cost less than 1 gm, assume you can craft 10 of these trade goods unless the DM arbitrates otherwise. You must utilize your Endurance for a moderate skill challenge for items at your level, and Endurance for an easy skill challenge at lower levels. This equates to four successes before 2 failures. For any failures beyond 2, you must spend an additional day and spend 1/5 the item's cost to continue crafting the item. Additionally, you can repair most trade goods successfully by spending 1/5th the items cost during an extended rest. [B]Focus:[/B] A set of Trade Tools worth 360 gm. [B]Craft Arms and Armor (Level 3 Rite)[/B] [I]Working day and night, you finally complete your work. Raising the masterwork steel blade into the light, it reflects the guttering fire from the hearth along its keen edge.[/I] [B]Level:[/B] 3 [B]Time: [/B]Special [B]Duration:[/B] Permanent [B]Component Cost:[/B] Focus worth 1032 gm, plus 1/3rd of the item's cost in materials [B]Special Key Skill:[/B] Moderate Endurance skill challenge at your level, Easy Endurance skill challenge at lower levels A single weapon or suit of armor is created over a period of days. You can only craft items equal to your level, however you can craft lesser arms and armor if you so choose. Note that all arms and armor fall under the following levels - 1, 3, 8, 13, 18, 23 or 28 (e.g if you are 7th level, you can only craft arms and armor of 3rd level or below). To determine the number of days that is required to craft, take the total cost of the item and divide by ten. For every three apprentice craftsman, you may reduce the amount of time by one day. For every two journeymen craftsmen, you may reduce the amount of time by one day. For every master craftsman, you may reduce the amounf of time by one day. You must utilize your Endurance for a moderate skill challenge for items at your level, and Endurance for an easy skill challenge at lower levels. This equates to four successes before 2 failures. For any failures beyond 2, you must spend an additional day and spend 1/5 the item's cost to continue crafting the item. Additionally, you can repair most arms or armor successfully by spending 1/5th the items cost during an extended rest. [B]Focus:[/B] A set of Arms and Armor Tools worth 1032 gm. Enjoy! [/QUOTE]
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