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A ropey issue
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<blockquote data-quote="Cleon" data-source="post: 8155259" data-attributes="member: 57383"><p>Okay, going through them in order, which prompts me to add an entry on masterwork and magic ropes:</p><p></p><p></p><p></p><p>Okay, there's no Break DC, weight or load capacity in the above so there's nothing to indicate that the ropes they're made of differ in strength from standard magic items.</p><p></p><p>The D&D SRD <em>net of snaring</em> is given a +3 bonus to hit, but it doesn't specify that it's an actual <em>+3 weapon</em>. A standard +3 magic weapon enhancement costs 18,000 gp, almost twice as much as the net's 10,000 gp but the net only works underwater (which apparently is why it's listed under "cursed items"), so maybe the writers arbitrarily reduced the cost? Alternatively, it could just be a standard magic item, which'd make it as tough as a regular masterwork item. Or maybe aim between the two extremes and make it equivalent to a <em>+1 net</em>, since magic weapons must have a minimum bonus of +1. Making one requires Craft Magic Arms and Armor, strongly implying that it's a magic weapon.</p><p></p><p>Dang it, I'd better cut out the (Wondrous Items) after D&D Magic Items in my above post… …Done!</p><p></p><p>The Pathfinder <em>net of snaring</em> is a <em>+1 distance net</em>.</p><p></p><p><strong><span style="font-size: 26px">Masterwork and Magic Ropes</span></strong></p><p>Since you can make masterwork weapons out of ropes and chains, presumably masterwork ropes and masterwork chains must exist to make them with. That masterwork chains exist is also indicated by the presence of masterwork manacles in the SRD.</p><p></p><p>Masterwork manacles have Break DC 28, while standard manacles have Break DC 26. So let's say that rule applies to all masterwork ropes and chains - the masterwork version has +2 Break DC.</p><p></p><p>The SRD rules state "Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s hardness and +10 to its hit points".</p><p></p><p>The Pathfinder <em>net of snaring</em> is explicitly stated to be a <em>+1 weapon</em>, so should have hardness 2 higher than a standard net.</p><p></p><p>If the D&D <em>net of snaring</em> is a <em>+3 net</em>, it should have a hardness 6 higher than a standard net.</p><p></p><p>Now I think increases in hardness probably have a 1-on-1 relationship with an object's Break DC. If a +2 hardness object needs two more points of damage to actually reduce its hit points, that's equivalent to being struck by a creature with a two-point higher Strength modifier, so it seems logical it also takes the same increase of Strength to break them with brute force, hence a two-point higher Break DC.</p><p></p><p>So if a standard net's Break DC 25, a <em>+1 net</em> should be DC 27 and a <em>+3 net</em> DC 31.</p><p></p><p>Conveniently that'd mean that a masterwork net and a <em>+1 net</em> should have the same Break DC, since they're both 2 higher than a normal net. There's still a major difference in that the magic net would also get +10 hit points from the enchantment.</p><p></p><p>Increasing the Break DC by 2 would also increase the breaking load of the rope or chain. Going by the Strength and Carrying Capacity rules, since a +2 Strength modifier increase require a Strength score 4, a <em>+1 rope's</em> breaking load should be about 175% as much.</p><p></p><p>A <em>+3 net</em> has +6 Break DC so the Strength score needs to be 12 higher, so the breaking load would be 520% as much according to the Carrying Capacity table.</p><p></p><p>So for the normal +1 to +5 range of magic weapon plusses, that'll come to:</p><p></p><table style='width: 100%'><tr><th>Weapon Bonus</th><th><p style="text-align: center">Hardness/Break DC</p> </th><th><p style="text-align: center">Load Multiplier</p> </th></tr><tr><td>+0 (normal item)</td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">1.00</p> </td></tr><tr><td><em>+1 weapon</em> (or masterwork)</td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">1.75</p> </td></tr><tr><td><em>+2 weapon</em></td><td><p style="text-align: center">+4</p> </td><td><p style="text-align: center">3.00</p> </td></tr><tr><td><em>+3 weapon</em></td><td><p style="text-align: center">+6</p> </td><td><p style="text-align: center">5.20</p> </td></tr><tr><td><em>+4 weapon</em></td><td><p style="text-align: center">+8</p> </td><td><p style="text-align: center">9.20</p> </td></tr><tr><td><em>+5 weapon</em></td><td><p style="text-align: center">+10</p> </td><td><p style="text-align: center">16.0</p> </td></tr></table><p></p><p>Hmm… if we have <strong>Masterwork Rope</strong> that are +2 Break DC how about something inbetween with +1 Break DC for a good but not master quality rope? Such a rope would have a breaking load 130% as much as a normal quality rope. I'd call it <strong>Superior Rope</strong>.</p><p></p><p>Contrariwise to better quality ropes, lower quality ropes can exist to represent ropes made of cheaper and weaker materials and degraded ropes that have become old, worn, or rotten.</p><p></p><p>I'd go for something like:</p><p></p><p><strong>Inferior Rope</strong>: A poor quality rope that is good enough for most mundane tasks were it would not be required to support dangerously high loads. This rope has a 1 point penalty to its Break DC and a breaking load 80% of a normal rope.</p><p></p><p><strong>Weak Rope</strong>: A rope that is so feeble it should only be used for tasks were it would not matter if the rope fails. It would be rejected as unusable by most sailors. This rope has a 2 point penalty to its Break DC and a breaking load 60% of a normal rope.</p><p></p><p><strong>Rotten Rope</strong>: A rope that is badly damaged or made with incredible ineptitude out of low quality materials. Only a foolish or desperate person would rely on it. This rope has a 5 point penalty to its Break DC and a breaking load 25% of a normal rope.</p><p></p><table style='width: 100%'><tr><th>Quality</th><th><p style="text-align: center">Break DC</p> </th><th><p style="text-align: center">Load Multiplier</p> </th></tr><tr><td>Rotten</td><td><p style="text-align: center">–5</p> </td><td><p style="text-align: center">0.25</p> </td></tr><tr><td>Weak</td><td><p style="text-align: center">–2</p> </td><td><p style="text-align: center">0.60</p> </td></tr><tr><td>Inferior</td><td><p style="text-align: center">–1</p> </td><td><p style="text-align: center">0.80</p> </td></tr><tr><td>Normal</td><td><p style="text-align: center">+0</p> </td><td><p style="text-align: center">1.00</p> </td></tr><tr><td>Superior</td><td><p style="text-align: center">+1</p> </td><td><p style="text-align: center">1.30</p> </td></tr><tr><td>Masterwork</td><td><p style="text-align: center">+2</p> </td><td><p style="text-align: center">1.75</p> </td></tr></table><p></p><p>Methinks that a masterwork or superior rope might not have a breaking load that's much higher than a regular rope, but is made to such a high quality that it has few weak points so it's "safe load" multiplier is lower than the 1:6 I've been using. If it's, say a 1:4 safe load its breaking load would only need to be 1.16% higher to have a 175% better working load.</p><p></p><p>Hmm, I appear to be wandering off track from contemplating the SRD magic ropes now.</p><p></p><p>Better do separate post(s) on Size & Quality of Ropes. I have further musings on rope scaling, how damaging ropes could affect its quality and Break DC and so forth.</p><p></p><p>For that matter, I'd better come up with some ideas how much masterwork ropes and chains should cost…</p></blockquote><p></p>
[QUOTE="Cleon, post: 8155259, member: 57383"] Okay, going through them in order, which prompts me to add an entry on masterwork and magic ropes: Okay, there's no Break DC, weight or load capacity in the above so there's nothing to indicate that the ropes they're made of differ in strength from standard magic items. The D&D SRD [I]net of snaring[/I] is given a +3 bonus to hit, but it doesn't specify that it's an actual [I]+3 weapon[/I]. A standard +3 magic weapon enhancement costs 18,000 gp, almost twice as much as the net's 10,000 gp but the net only works underwater (which apparently is why it's listed under "cursed items"), so maybe the writers arbitrarily reduced the cost? Alternatively, it could just be a standard magic item, which'd make it as tough as a regular masterwork item. Or maybe aim between the two extremes and make it equivalent to a [I]+1 net[/I], since magic weapons must have a minimum bonus of +1. Making one requires Craft Magic Arms and Armor, strongly implying that it's a magic weapon. Dang it, I'd better cut out the (Wondrous Items) after D&D Magic Items in my above post… …Done! The Pathfinder [I]net of snaring[/I] is a [I]+1 distance net[/I]. [B][SIZE=7]Masterwork and Magic Ropes[/SIZE][/B] Since you can make masterwork weapons out of ropes and chains, presumably masterwork ropes and masterwork chains must exist to make them with. That masterwork chains exist is also indicated by the presence of masterwork manacles in the SRD. Masterwork manacles have Break DC 28, while standard manacles have Break DC 26. So let's say that rule applies to all masterwork ropes and chains - the masterwork version has +2 Break DC. The SRD rules state "Each +1 of enhancement bonus adds 2 to a weapon’s or shield’s hardness and +10 to its hit points". The Pathfinder [I]net of snaring[/I] is explicitly stated to be a [I]+1 weapon[/I], so should have hardness 2 higher than a standard net. If the D&D [I]net of snaring[/I] is a [I]+3 net[/I], it should have a hardness 6 higher than a standard net. Now I think increases in hardness probably have a 1-on-1 relationship with an object's Break DC. If a +2 hardness object needs two more points of damage to actually reduce its hit points, that's equivalent to being struck by a creature with a two-point higher Strength modifier, so it seems logical it also takes the same increase of Strength to break them with brute force, hence a two-point higher Break DC. So if a standard net's Break DC 25, a [I]+1 net[/I] should be DC 27 and a [I]+3 net[/I] DC 31. Conveniently that'd mean that a masterwork net and a [I]+1 net[/I] should have the same Break DC, since they're both 2 higher than a normal net. There's still a major difference in that the magic net would also get +10 hit points from the enchantment. Increasing the Break DC by 2 would also increase the breaking load of the rope or chain. Going by the Strength and Carrying Capacity rules, since a +2 Strength modifier increase require a Strength score 4, a [I]+1 rope's[/I] breaking load should be about 175% as much. A [I]+3 net[/I] has +6 Break DC so the Strength score needs to be 12 higher, so the breaking load would be 520% as much according to the Carrying Capacity table. So for the normal +1 to +5 range of magic weapon plusses, that'll come to: [TABLE] [TR] [TH]Weapon Bonus[/TH] [TH][CENTER]Hardness/Break DC[/CENTER][/TH] [TH][CENTER]Load Multiplier[/CENTER][/TH] [/TR] [TR] [TD]+0 (normal item)[/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]1.00[/CENTER][/TD] [/TR] [TR] [TD][I]+1 weapon[/I] (or masterwork)[/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]1.75[/CENTER][/TD] [/TR] [TR] [TD][I]+2 weapon[/I][/TD] [TD][CENTER]+4[/CENTER][/TD] [TD][CENTER]3.00[/CENTER][/TD] [/TR] [TR] [TD][I]+3 weapon[/I][/TD] [TD][CENTER]+6[/CENTER][/TD] [TD][CENTER]5.20[/CENTER][/TD] [/TR] [TR] [TD][I]+4 weapon[/I][/TD] [TD][CENTER]+8[/CENTER][/TD] [TD][CENTER]9.20[/CENTER][/TD] [/TR] [TR] [TD][I]+5 weapon[/I][/TD] [TD][CENTER]+10[/CENTER][/TD] [TD][CENTER]16.0[/CENTER][/TD] [/TR] [/TABLE] Hmm… if we have [B]Masterwork Rope[/B] that are +2 Break DC how about something inbetween with +1 Break DC for a good but not master quality rope? Such a rope would have a breaking load 130% as much as a normal quality rope. I'd call it [B]Superior Rope[/B]. Contrariwise to better quality ropes, lower quality ropes can exist to represent ropes made of cheaper and weaker materials and degraded ropes that have become old, worn, or rotten. I'd go for something like: [B]Inferior Rope[/B]: A poor quality rope that is good enough for most mundane tasks were it would not be required to support dangerously high loads. This rope has a 1 point penalty to its Break DC and a breaking load 80% of a normal rope. [B]Weak Rope[/B]: A rope that is so feeble it should only be used for tasks were it would not matter if the rope fails. It would be rejected as unusable by most sailors. This rope has a 2 point penalty to its Break DC and a breaking load 60% of a normal rope. [B]Rotten Rope[/B]: A rope that is badly damaged or made with incredible ineptitude out of low quality materials. Only a foolish or desperate person would rely on it. This rope has a 5 point penalty to its Break DC and a breaking load 25% of a normal rope. [TABLE] [TR] [TH]Quality[/TH] [TH][CENTER]Break DC[/CENTER][/TH] [TH][CENTER]Load Multiplier[/CENTER][/TH] [/TR] [TR] [TD]Rotten[/TD] [TD][CENTER]–5[/CENTER][/TD] [TD][CENTER]0.25[/CENTER][/TD] [/TR] [TR] [TD]Weak[/TD] [TD][CENTER]–2[/CENTER][/TD] [TD][CENTER]0.60[/CENTER][/TD] [/TR] [TR] [TD]Inferior[/TD] [TD][CENTER]–1[/CENTER][/TD] [TD][CENTER]0.80[/CENTER][/TD] [/TR] [TR] [TD]Normal[/TD] [TD][CENTER]+0[/CENTER][/TD] [TD][CENTER]1.00[/CENTER][/TD] [/TR] [TR] [TD]Superior[/TD] [TD][CENTER]+1[/CENTER][/TD] [TD][CENTER]1.30[/CENTER][/TD] [/TR] [TR] [TD]Masterwork[/TD] [TD][CENTER]+2[/CENTER][/TD] [TD][CENTER]1.75[/CENTER][/TD] [/TR] [/TABLE] Methinks that a masterwork or superior rope might not have a breaking load that's much higher than a regular rope, but is made to such a high quality that it has few weak points so it's "safe load" multiplier is lower than the 1:6 I've been using. If it's, say a 1:4 safe load its breaking load would only need to be 1.16% higher to have a 175% better working load. Hmm, I appear to be wandering off track from contemplating the SRD magic ropes now. Better do separate post(s) on Size & Quality of Ropes. I have further musings on rope scaling, how damaging ropes could affect its quality and Break DC and so forth. For that matter, I'd better come up with some ideas how much masterwork ropes and chains should cost… [/QUOTE]
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