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mithril vs. silver
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<blockquote data-quote="Spatzimaus" data-source="post: 1082263" data-attributes="member: 3051"><p>I know it's a bit of an old post, but I've been on vacation for a couple weeks so this is the first chance I've had to comment.</p><p></p><p>The whole "500 gp per pound" rule was silly, because items aren't made entirely of one material. Your spear may weight a lot, but most of that is the wooden shaft, not the adamantine spearhead. A glaive has a smaller blade than a longsword, but weighs more, so why should its metal cost more?</p><p></p><p>Here's the rule we used in my campaign. The concept was to price by the effectiveness of the item, since that tends to imply how much of a cutting/piercing edge the weapon has. Warning: it's in metric.</p><p></p><p>For weapons, to determine how much of a material is needed, do the following:</p><p>1> Take the average number of points of damage it does and round down. (1d4 = 2, 1d6 = 3, 1d8 = 4, 1d10 = 5, 2d4 = 5, 2d6 = 7).</p><p>2> For each point of threat range below 20, add 1. (19-20 = +1, 18-20 = +2)</p><p>3> For each point of threat multiplier above 2, add 1. (x3 = +1, x4 = +2)</p><p>4> If it's a double weapon, subtract 2.</p><p>5> If it's an exotic weapon, add 1.</p><p>Whatever number you have here, that's how many kilograms of metal the blacksmith needs, assuming no failures. If a metal has a weight multiplier (like mithral's 1/2), multiply that here.</p><p>So, a longsword needs 5 kg of metal, a bastard sword needs 7. A glaive only needs 6. All you need to do is come up with an appropriate price per kg and you're set.</p><p></p><p>They already knew this for armors; your breastplate may be mithral, but the listed weight isn't just that breastplate, it's also the leather padding, chain for certain areas, helmet, and so on. What's really important here isn't how much the weapon or armor weighs, what matters is how much of the expensive material was used in the item's creation.</p><p></p><p>Now, we still didn't like how they priced armors, so we used a similar system there; an armor uses 2 kg per point of AC, plus a size modifier (1 for less than Small, 2 for Small, 4 for Medium, 8 for Large, +4 for each above that)</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1082263, member: 3051"] I know it's a bit of an old post, but I've been on vacation for a couple weeks so this is the first chance I've had to comment. The whole "500 gp per pound" rule was silly, because items aren't made entirely of one material. Your spear may weight a lot, but most of that is the wooden shaft, not the adamantine spearhead. A glaive has a smaller blade than a longsword, but weighs more, so why should its metal cost more? Here's the rule we used in my campaign. The concept was to price by the effectiveness of the item, since that tends to imply how much of a cutting/piercing edge the weapon has. Warning: it's in metric. For weapons, to determine how much of a material is needed, do the following: 1> Take the average number of points of damage it does and round down. (1d4 = 2, 1d6 = 3, 1d8 = 4, 1d10 = 5, 2d4 = 5, 2d6 = 7). 2> For each point of threat range below 20, add 1. (19-20 = +1, 18-20 = +2) 3> For each point of threat multiplier above 2, add 1. (x3 = +1, x4 = +2) 4> If it's a double weapon, subtract 2. 5> If it's an exotic weapon, add 1. Whatever number you have here, that's how many kilograms of metal the blacksmith needs, assuming no failures. If a metal has a weight multiplier (like mithral's 1/2), multiply that here. So, a longsword needs 5 kg of metal, a bastard sword needs 7. A glaive only needs 6. All you need to do is come up with an appropriate price per kg and you're set. They already knew this for armors; your breastplate may be mithral, but the listed weight isn't just that breastplate, it's also the leather padding, chain for certain areas, helmet, and so on. What's really important here isn't how much the weapon or armor weighs, what matters is how much of the expensive material was used in the item's creation. Now, we still didn't like how they priced armors, so we used a similar system there; an armor uses 2 kg per point of AC, plus a size modifier (1 for less than Small, 2 for Small, 4 for Medium, 8 for Large, +4 for each above that) [/QUOTE]
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