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General Tabletop Discussion
*Dungeons & Dragons
OGL/D20: Simplified Arms and Armor, Having problems with pricing
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<blockquote data-quote="Celebrim" data-source="post: 6118982" data-attributes="member: 4937"><p>Ahh, yes, people always deny that the rules of the system are the physics of the game universe until it hits them in the head.</p><p></p><p>You've got basically two choices. Either you can price everything the same because they are the same and by the rules of the universe (at least the ones that matter) have the same battlefied utility, and assume that staves, axes, and swords cost the same to make. This is for example what you'd likely see in a cRPG like Diablo or the like. Or you can add a second quality to the system to justify the different in pricing.</p><p></p><p>Personally, I'd make this second quality more robust. Something like:</p><p></p><p>Makeshift: -2 to hit, -1 to damage</p><p>Poor: -1 to hit, -1 to damage</p><p>Common: -1 to hit</p><p>Average: No adjustments</p><p>Quality: +1 to hit</p><p>Exceptional: +1 to hit, +1 to damage</p><p>Masterwork: +1 to hit, +2 to damage</p><p></p><p>So all longswords might be at miniumum an exceptional one handed weapons. A garden hoe might be a makeshift two-handed weapon. Staves might be poor quality two-handed weapons. Spears might be average to handed weapons. Halbards might be exceptional two-handed weapons. Price accordingly. </p><p></p><p>Of course, you can always find weapons of above or below average quality.</p><p></p><p>I suspect in the long run you're going to add additional complexity to your system as you keep finding new problems. At least if you give yourself some design space to begin with, you'll be able to hang on to your 'simplicity' as long as possible.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6118982, member: 4937"] Ahh, yes, people always deny that the rules of the system are the physics of the game universe until it hits them in the head. You've got basically two choices. Either you can price everything the same because they are the same and by the rules of the universe (at least the ones that matter) have the same battlefied utility, and assume that staves, axes, and swords cost the same to make. This is for example what you'd likely see in a cRPG like Diablo or the like. Or you can add a second quality to the system to justify the different in pricing. Personally, I'd make this second quality more robust. Something like: Makeshift: -2 to hit, -1 to damage Poor: -1 to hit, -1 to damage Common: -1 to hit Average: No adjustments Quality: +1 to hit Exceptional: +1 to hit, +1 to damage Masterwork: +1 to hit, +2 to damage So all longswords might be at miniumum an exceptional one handed weapons. A garden hoe might be a makeshift two-handed weapon. Staves might be poor quality two-handed weapons. Spears might be average to handed weapons. Halbards might be exceptional two-handed weapons. Price accordingly. Of course, you can always find weapons of above or below average quality. I suspect in the long run you're going to add additional complexity to your system as you keep finding new problems. At least if you give yourself some design space to begin with, you'll be able to hang on to your 'simplicity' as long as possible. [/QUOTE]
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OGL/D20: Simplified Arms and Armor, Having problems with pricing
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