DragonHide Armor, what the *&$%!!?

Yes, those are the rules, and yes, they're pathetic. You'll just never see dragonhide armor (dragonhide bucklers, sure, but not the heavy plate).

Giving minor resistance bonuses is okay for a house rule, but it doesn't solve the core problem: armor made from animal parts just doesn't scale correctly. I mean, you don't need a Colossal-sized cow to make one leather jacket, after all. And if you just make it give big nonmagical bonuses, you go against the basic pricing structure of armor and weapons in 3E (where price goes as the square of the item's total power).

The worst part is, the MM rules only tell how to make armor from hides, it doesn't give a good guideline for item value. How much should it cost to have it made? How much could you sell it for?

***HOUSE RULE ALERT***
What's needed, IMO, is a complete set of rules for Exotic Materials. Mourn's system (above) is a good start. What we did IMC was assign every material a Type, a Hardness, a DC modifier, a cost multiplier, a list of Material Bonuses, and a list of "cost reductions".

Type: Hard (Metal, Crystal), Flexible (Wood, Bone) or Soft (Leather, Cloth) Each type can be used for specific items; it's not a question of what the item IS, it's what it can be used for. For example, Adamantine can't be used in leather armor since it's a metal. Dragonscale is Hard, Dragonhide is Soft.
In most cases, anything a Flexible material is used for also works for Hard. Bows only allow Flexible materials, while plate armor allows only Hard.
Hardness: the same as before. HP is, by default, 2 per inch per point of Hardness. A few materials specify the HP explicitly.
DC modifier: the modifier to the Craft save DC to make anything out of that material (replacing the flat "Masterwork DC 20"). Dragonscale might be +12, for example, so if it normally required a DC 15 Craft check, it now takes a DC 27 check. Also, the item can't have a higher total Market Price multiplier than the DC modifier (so normal wood, which is +0, can't be enchanted)
Cost multiplier: multiply the cost of the base (non-magical) item by this amount. Two numbers are given, one for weapons and one for armor. Fine Steel (the Masterwork replacement) is x20/x10, so a Fine Steel Longsword costs 20 times as much as the basic Iron Longsword. In general the weapon multiplier will be twice as much as the armor one, since armors are a mix of materials (dragonscale armor is dragon scales over a chain/leather combination, with the scales only covering the key parts) Dragonhide, for example, might be (N/A)/x40, so if full plate costs 1500 normally, it now costs 60,000gp. With that sort of cost, you'll want to stick to cheaper armors.
Material bonuses: Nonmagical bonuses/penalties the item gives. Fine Steel weapons, for example, get +1 to attack rolls (they're the analog of Masterwork, after all). The difference is that these bonuses stack with magical enchantments unless explicitly noted otherwise. Dragonhide armor might be something like "+1 AC, -1 Armor Check, 3/4 weight, gives 5 points of elemental resistance, -5% arcane failure"
Cost reductions: Many materials make certain magical enchantments cheaper, since the material is naturally appropriate. For example, Dragonhide decreases the price of the appropriate Resistance by 1 (so Fire Resistance only costs +2 if you use Red hide). If the enchantment can be put multiple times on the item (or if multiple reductions are listed for the same material), only apply it once.
This can make an ability "free"; for example, Gartine (tm Sagiro) reduces Keen by 1 for weapons, so all appropriate weapons made from Gartine can be made Keen without increasing the cost. However, it still requires a minimum +1 enhancement and the Keen Edge spell when being enchanted.

Anyway, I've got a table of numbers, but you could come up with stuff as appropriate. The nice part of this is I got rid of the Masterwork rules and the steel shield/wood shield dichotomy in one shot.
 

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if only I were at home, I could put my house rules :)

otherwise try doing a search in house rules (if you're a supporter) there's plenty of rules ideas.

brief summary of mine:

armor is MW, and you can add non-magical bonuses (equipment bonuses) the same way you add MW (at creation time).

there is an overall cost to the armor and an increase in DC

examples: half-weight (as mithral), +1 AC (can take multiple times), -15 % ASF (kinda expensive), Resist 2 (type of energy the dragon had resistance too), -2 ACP, +1 MxDx, ... I think that's all I had. The better the bonus the more expensive and higher DC there was.

bucklers were 1,000gp and had the same stats as a mithral buckler, except that it was considered natural armor.

added Padded armor to the list, of same size as dragon: so a medium dragon could produce a M suit of padded with up to 3 equipment bonuses.

as an option: req'd an alchemist with the same cost as the armorer (sans base armor and MW price) with the same DC check.

oh, and the amount of equipment bonuses was based on the size of the dragon (T dragon, 1 equip bonus ... large dragon 4 equip bonus)

when ~=not: (~S)Kreynolds has a pretty good house rule too.
 


That "magic armor resizes" thing was one of the first rules I got rid of. At most, it should be able to change by one size, but even that seems a bit too much. One size category means a factor of 8 times as much material needed, right? Or at least it should be 4 times as much (4x surface area, assume thickness is constant). Reshaping to fit after you've put on some weight is one thing; no new material is needed.
This hurts Small races a bit, sure, but they deal with it the same way they deal with weapons: make a small version. Or, make a custom spell that permanently shrinks/grows inanimate objects.
 

That darn cow

You're right. I agree that you don't need a colossal size cow to make one leather jacket, but then you don't have a half a dozen Adventurers hacking at it with swords, bashing it with maces, putting holes in it with arrows or zapping it with spells. That may be where that size logic comes from. I don't necessarily agree with it, just understand it.

As for the results. I agree that the reward is not commiserate with the risk, though it didn't seem to do the dragon all that much good. :D

Hawkeye
 

Moooooooooooo

Hawkeye said:
I agree that you don't need a colossal size cow to make one leather jacket, but then you don't have a half a dozen Adventurers hacking at it with swords, bashing it with maces, putting holes in it with arrows or zapping it with spells.

Fair point, but each category roughly corresponds to a large change in size (at least a quadrupling in mass, usually far more). A Colossal Great Red Wyrm's footprint is 40'x80', with 15' reach. No matter how you define these sizes, that dragon has to be hundreds of times as large as a Medium-sized person (and in fact, it should be substantially more considering it fills squares instead of just occupying them; a man doesn't fill a 5'x5' square, he just comfortably occupies it). So, in the course of fighting that Dragon, you destroyed 99.9% or more of its skin to the point where you couldn't even make a patchwork quilt? It's just too much to say that out of the entire dragon's body, you can only scrape up enough intact scales to cover one Medium person's torso.

I mean, Indians could skin a buffalo without damaging it too much, and they weren't exactly using slaughterhouse techniques for clean kills.

Ooh, another idea: since the Dragon is now dead, wouldn't a Mend or Make Whole type of spell repair the scales?

I'd say +2 sizes for hard materials (scales, etc., that don't cover the monster's entire body), +1 size for soft stuff like hide, with another +1 size to each if the creature has both. A single cow (large) should provide enough leather for one Human or two Halflings. A Great Red Wyrm (colossal) should provide enough scales for 2 Humans AND enough dragonhide to make leather armor for 4 more. Or something like that.
 

I seem to remember, in some book, that this was explained that the scales needed to make plate armour were rare... only a few on the whole dragon. I can buy that... the scales probably do vary depending on area.
 

"Rare" I can believe, but the numbers they give are just ridiculous.

First, no matter how big the dragon is, you can only get one suit of armor and one shield out of it. I'm sorry, but a Great Red Wyrm should have enough skin to make more than one suit of Gnome-sized Hide armor.

Then, they ignore the fact that while a small dragon might only have its largest scales be useful, even the minor scales on a Great Wyrm would be big enough for a scalemail type of armor.

To me, killing a Colossal dragon should result in enough raw material to clothe most of the party. There might not be enough scales to make Full Plate for more than one or two people, but there's plenty of hide and smaller scales.

Thanks to this conversation, my group is fine-tuning some more realistic rules. Not that we intend to go slaughter tons of dragons for their scales, but at least there's a more reasonable system when we do.
 


Scalemail is not plate. You could probably get several suits of scalemail out of a colossal dragon. Getting a suit of plate, however, requires finding scales large enough to form the breastplate and backplate, as well as 16 or so long (but narrower) ones for the upper and lower greaves (front and back), and the upper and lower cannons of the vambraces (front and back), then some smaller ones for the pauldrons, sollerets, codpiece/skirt, etc., etc., ad nauseum.

Now since I've never seen a real dragon, I don't know how big (or common) those largest scales are, but I have trouble imagining that ones big enough to cover me from neck to belt, and wrap halfway around my sides (in order to form a breastplate) are all that common. Maybe I just don't have a good conception of what "Gargantuan" means.
 

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