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jgbrowning, Rystil Arden, and Hypersmurf talk amongst themselves
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 2158305" data-attributes="member: 23094"><p>Look. Be honest and upfront.</p><p></p><p>Do you actually want answers, or do you want to make snippy comments?</p><p></p><p></p><p></p><p>I quoted the damn rules. The DC to repair Masterwork weapons is 20. The cost to repair an item from "Completely Broken" to "Completely Fine" is 1/5th of the items base price.</p><p></p><p>However, most DMs I've been involved with rule that the price is applicable only to the "CB to CF" repair. Therefore, the less you actually need to repair, the less the raw materials should cost.</p><p></p><p>The rules do not specifically state this, however - as I mentioned before.</p><p> </p><p></p><p></p><p></p><p>I arrived at it by the rules I quoted to you, which you saw fit to just ignore. I'll quote them again.</p><p></p><p></p><p></p><p>This +5 longsword was damaged over the course of the last adventure. Gee, how do I repair it? Hmm ... It looks like it costs no more to repair this magic item with the Craft skill (that's Craft (Weaponsmithing) from above, BTW) than it would be for a completely mundane masterwork longsword.</p><p></p><p>In other words, Craft (WS) DC 20, 62gp in materials (possibly prorated if your DM allows it).</p><p></p><p>Or, my friend the Cleric can just cast the <em>make whole</em> spell, which will repair this damaged - but not completely broken - magic item.</p><p> </p><p></p><p></p><p></p><p>Make Whole doesn't need to call it out - it's referenced in the Repairing Magic Items rules.</p><p></p><p>Make Whole also says it "functions like <em>mending</em>, except that make whole completely repairs an object made of any substance."</p><p></p><p><em>Mending</em> has tighter limitations: </p><p></p><p></p><p></p><p>So, if I've got a damaged magic shield (which, miraculously, weighs less than 1 lb.), Mending will make it "as strong as new." If it's completely broken, then Mending will make it "as strong as new," but it will be a non-magical masterwork shield. I'll then need a caster with Craft Magic Arms and Armor to come by and re-enhance it - using the rules I pointed out later on in my last post.</p><p></p><p>If, however, my sword is damaged, Mending will only take care of "small breaks." </p><p></p><p> </p><p></p><p> </p><p>From the description of the Craft skill:</p><p></p><p></p><p></p><p>"Is this blade going to fall apart?" - also known as, "Do I need to repair this sword before I can use it?" - is a "common problem" of the Craft (Weaponsmithing) skill.</p><p> </p><p></p><p></p><p>DM Fiat. Also, "Using a charge from this wand" is more likely to come up than "Sunder this sword." Thus, it's more important from an adventure-writing perspective.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 2158305, member: 23094"] Look. Be honest and upfront. Do you actually want answers, or do you want to make snippy comments? I quoted the damn rules. The DC to repair Masterwork weapons is 20. The cost to repair an item from "Completely Broken" to "Completely Fine" is 1/5th of the items base price. However, most DMs I've been involved with rule that the price is applicable only to the "CB to CF" repair. Therefore, the less you actually need to repair, the less the raw materials should cost. The rules do not specifically state this, however - as I mentioned before. I arrived at it by the rules I quoted to you, which you saw fit to just ignore. I'll quote them again. This +5 longsword was damaged over the course of the last adventure. Gee, how do I repair it? Hmm ... It looks like it costs no more to repair this magic item with the Craft skill (that's Craft (Weaponsmithing) from above, BTW) than it would be for a completely mundane masterwork longsword. In other words, Craft (WS) DC 20, 62gp in materials (possibly prorated if your DM allows it). Or, my friend the Cleric can just cast the [i]make whole[/i] spell, which will repair this damaged - but not completely broken - magic item. Make Whole doesn't need to call it out - it's referenced in the Repairing Magic Items rules. Make Whole also says it "functions like [i]mending[/i], except that make whole completely repairs an object made of any substance." [i]Mending[/i] has tighter limitations: So, if I've got a damaged magic shield (which, miraculously, weighs less than 1 lb.), Mending will make it "as strong as new." If it's completely broken, then Mending will make it "as strong as new," but it will be a non-magical masterwork shield. I'll then need a caster with Craft Magic Arms and Armor to come by and re-enhance it - using the rules I pointed out later on in my last post. If, however, my sword is damaged, Mending will only take care of "small breaks." From the description of the Craft skill: "Is this blade going to fall apart?" - also known as, "Do I need to repair this sword before I can use it?" - is a "common problem" of the Craft (Weaponsmithing) skill. DM Fiat. Also, "Using a charge from this wand" is more likely to come up than "Sunder this sword." Thus, it's more important from an adventure-writing perspective. [/QUOTE]
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