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The Spatzworld Exotic Material System
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<blockquote data-quote="Kerrick" data-source="post: 3326260" data-attributes="member: 4722"><p>Your experiences are obviously quite a bit different than mine. In our campaign, the paladins/tank fighters/heavy hitters <em>always</em> wear heavy armor - usually plate. I, personally, favor mobile characters, so I usually play rogues, rangers, or (rarely) Dex-based fighters, but if I were to play a Strength-based fighter, I'd dump most of my points into Strength and Con, make Dex the dump stat, and go with heavy armor. But that's just me. *shrugs* </p><p></p><p></p><p>And that's as it should be - there are a lot more metals on this earth than there are types of hide or leather, and most of the leathers are pretty well the same, whereas the metals vary widely - steel armor's going to provide a lot more protection than iron or bronze, and titanium will be even better. </p><p></p><p></p><p>That's why I went with a flat multiplier - a masterwork dagger isn't going to be as hard to make as a normal greatsword - even though it's higher quality and will probably take longer to make, it uses a fraction of the materials. But then, I don't use the PHB crafting system, either, so the crafting time won't be based on the end price.</p><p></p><p></p><p>So you don't have a "masterwork" quality... that could prove to be a problem, yeah. Our group has a huge list of materials, too (at least 50), and the way we did it is this: </p><p></p><p>Each material has a Craft DC modifier - if you want to make an item from that material, you tack on the modifier to the item's DC (pretty much the same as you);</p><p></p><p>Each material has a price modifier.</p><p></p><p>We have 10 levels of mastercrafting (masterwork). Each material also has a max Craft bonus - that is, it can be made so well and no better. All items use the same multipliers for mastercrafting levels - a +3 masterwork longsword is price x16 for steel, adamantine, elven steel, or mithril, but based on the material the item is made from, the price will vary widely.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 3326260, member: 4722"] Your experiences are obviously quite a bit different than mine. In our campaign, the paladins/tank fighters/heavy hitters [i]always[/i] wear heavy armor - usually plate. I, personally, favor mobile characters, so I usually play rogues, rangers, or (rarely) Dex-based fighters, but if I were to play a Strength-based fighter, I'd dump most of my points into Strength and Con, make Dex the dump stat, and go with heavy armor. But that's just me. *shrugs* And that's as it should be - there are a lot more metals on this earth than there are types of hide or leather, and most of the leathers are pretty well the same, whereas the metals vary widely - steel armor's going to provide a lot more protection than iron or bronze, and titanium will be even better. That's why I went with a flat multiplier - a masterwork dagger isn't going to be as hard to make as a normal greatsword - even though it's higher quality and will probably take longer to make, it uses a fraction of the materials. But then, I don't use the PHB crafting system, either, so the crafting time won't be based on the end price. So you don't have a "masterwork" quality... that could prove to be a problem, yeah. Our group has a huge list of materials, too (at least 50), and the way we did it is this: Each material has a Craft DC modifier - if you want to make an item from that material, you tack on the modifier to the item's DC (pretty much the same as you); Each material has a price modifier. We have 10 levels of mastercrafting (masterwork). Each material also has a max Craft bonus - that is, it can be made so well and no better. All items use the same multipliers for mastercrafting levels - a +3 masterwork longsword is price x16 for steel, adamantine, elven steel, or mithril, but based on the material the item is made from, the price will vary widely. [/QUOTE]
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