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The Spatzworld Exotic Material System
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<blockquote data-quote="Kerrick" data-source="post: 3331839" data-attributes="member: 4722"><p>Yeah, we've got orichulum, which is an alchemical mix of copper, zinc, gold, and mercury and has a long and involved process to make (and even then you won't get much in the end).</p><p></p><p></p><p>Well of course we're not talking real-world stuff here. 3/4 of this stuff doesn't exist in the real world.</p><p></p><p></p><p>Like the mithral chain shirt? +6 max Dex, no ACP, and 10% ASF means any mage will jump at the chance to get it. Even mithril breastplate is semi-viable - -1 ACP and 15% ASF, for a +5 armor bonus, and it weighs only 5 pounds more. Make it masterwork, and hey - no ACP!</p><p></p><p></p><p>Yeah... I think that rule was badly thought out - they didn't take mithril into consideration. </p><p>I'd simply have a flat -4 nonproficiency penalty just like weapons, and rule that if you're wearing an armor you're not proficient with, you suffer the -4 or the armor's ACP, whichever is larger. </p><p></p><p></p><p>Yeah... multipliers might not be the best way to go about it, but it's the best I can come up with - I didn't want to overcomplicate things too much. But really, people are going take what they want, unless they're min-maxing their PCs - longswords are very common because they're cheap, easy to find, and deal decent damage. Same with greatswords - they're more common than falchions (which is probably why they're cheaper) and deal more damage. </p><p></p><p>That extra cost for masterwork <em>could</em> only cover materials, not craftsmanship - someone capable of making a +6 mastercraft item is going to charge quite a bit of money for his services. Generally speaking, the larger the item (weapon or armor), the more material it uses and the more it costs. Items of unusual craftsmanship (hand crossbows, composite bows, etc.) might use less materials, but they cost more because they're more difficult to make. </p><p></p><p></p><p>Ahh. So effectively, they have a "minimum craft level". Interesting idea. Can they be crafted better? I mean, could you make "masterwork" bloodsteel with a higher bonus than normal?</p><p></p><p></p><p>Ignore this - I discovered yesterday that factoring in gp costs for nonmagical items doesn't work. It's great for magic items, because they're all the same (formula-wise), but nonmagical items have such a sheer variety of types and materials (not even counting masterwork) that the system breaks down when you try to apply a modifier based on price. That's why the existing crafting system doesn't work.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 3331839, member: 4722"] Yeah, we've got orichulum, which is an alchemical mix of copper, zinc, gold, and mercury and has a long and involved process to make (and even then you won't get much in the end). Well of course we're not talking real-world stuff here. 3/4 of this stuff doesn't exist in the real world. Like the mithral chain shirt? +6 max Dex, no ACP, and 10% ASF means any mage will jump at the chance to get it. Even mithril breastplate is semi-viable - -1 ACP and 15% ASF, for a +5 armor bonus, and it weighs only 5 pounds more. Make it masterwork, and hey - no ACP! Yeah... I think that rule was badly thought out - they didn't take mithril into consideration. I'd simply have a flat -4 nonproficiency penalty just like weapons, and rule that if you're wearing an armor you're not proficient with, you suffer the -4 or the armor's ACP, whichever is larger. Yeah... multipliers might not be the best way to go about it, but it's the best I can come up with - I didn't want to overcomplicate things too much. But really, people are going take what they want, unless they're min-maxing their PCs - longswords are very common because they're cheap, easy to find, and deal decent damage. Same with greatswords - they're more common than falchions (which is probably why they're cheaper) and deal more damage. That extra cost for masterwork [i]could[/i] only cover materials, not craftsmanship - someone capable of making a +6 mastercraft item is going to charge quite a bit of money for his services. Generally speaking, the larger the item (weapon or armor), the more material it uses and the more it costs. Items of unusual craftsmanship (hand crossbows, composite bows, etc.) might use less materials, but they cost more because they're more difficult to make. Ahh. So effectively, they have a "minimum craft level". Interesting idea. Can they be crafted better? I mean, could you make "masterwork" bloodsteel with a higher bonus than normal? Ignore this - I discovered yesterday that factoring in gp costs for nonmagical items doesn't work. It's great for magic items, because they're all the same (formula-wise), but nonmagical items have such a sheer variety of types and materials (not even counting masterwork) that the system breaks down when you try to apply a modifier based on price. That's why the existing crafting system doesn't work. [/QUOTE]
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