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Community
General Tabletop Discussion
*Pathfinder & Starfinder
The Spatzworld Exotic Material System
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<blockquote data-quote="Spatzimaus" data-source="post: 3339426" data-attributes="member: 3051"><p>Sure, local prices can make the prices increase or decrease; just make sure your supply/demand equations don't affect things like how much time it'd take to Craft. In the PHB equations, mutliplying the item's cost also multiplies the crafting time; it shouldn't take the crafter twice as long to finish his work just because there was unusually high demand for the material when he bought it.</p><p>In my system, it doesn't scale like that; the cost multipliers for exotic materials are effectively applied after the fact, to the final item. Only the <strong>base</strong> (PHB) cost for the item and the DC modifier of the material affect Craft time.</p><p>(And while the material's DC affects its price, under the logic that a difficult material requires you to find a high-level crafter, the price is also affected by whether the material is alchemical, comes from another plane, and/or is harvested from an intelligent creature.)</p><p></p><p></p><p></p><p>Well, we're continually tweaking the system as we go along. For instance, the original post was from over a month ago, but it's a system we've been using the a couple years now, and it's gone through several heavy revisions in that time. The only real reason I posted it now was because I had been bringing it up in various threads, and kept getting the "sounds cool, can we see it?" response. The main point of the thread wasn't to present the system as a finished product. It was to give people who were developing their own Craft rules some ideas, and to get more feedback on mine.</p><p></p><p>To make things worse, the 2-component armor system (in post #7) is only a week old, and we haven't implemented it yet in-game, and it definitely changes game balance. Basically, I still have to go back through all the materials and split the armor benefits between the Primary and Secondary. For instance, Dragonplate (the Hard dragonskin material) is currently +3 AC, +2 MaxDEX, +2 ACP, -5% SF, and elemental resist of (10+age), where "age" is the age category number (1-12?). So, I'd probably split it something like:</p><p>Primary: +2 AC, +1 MaxDEX, +1 ACP, element resist (5+age/2)</p><p>Secondary: +1 AC, +1 MaxDEX, +1 ACP, -5% SF, element resist (5+age/2)</p><p>For most of the low-end materials, it's easy to split the bonuses, because there are so few. But with the mid-range materials, there's not always an easy divide, especially once you include the magical Cost Reductions. And then there's the weight-reducing ones, like mithral. Do both halves have to be made of Mithral before the item's weight class decreases, and if not, do you at least limit it to the Primary? Still working on that.</p><p></p><p>------------</p><p></p><p>Maybe someday I'll PDF it. This is just a small part of the larger Spatzworld homebrew system (and it's almost the only part that can be translated easily to core D&D); we use entirely custom races and classes, a slightly different level system, a very different magic system, a different cosmology (planar system)... so, before finalizing this bit, I'd rather also post the other pieces.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 3339426, member: 3051"] Sure, local prices can make the prices increase or decrease; just make sure your supply/demand equations don't affect things like how much time it'd take to Craft. In the PHB equations, mutliplying the item's cost also multiplies the crafting time; it shouldn't take the crafter twice as long to finish his work just because there was unusually high demand for the material when he bought it. In my system, it doesn't scale like that; the cost multipliers for exotic materials are effectively applied after the fact, to the final item. Only the [b]base[/b] (PHB) cost for the item and the DC modifier of the material affect Craft time. (And while the material's DC affects its price, under the logic that a difficult material requires you to find a high-level crafter, the price is also affected by whether the material is alchemical, comes from another plane, and/or is harvested from an intelligent creature.) Well, we're continually tweaking the system as we go along. For instance, the original post was from over a month ago, but it's a system we've been using the a couple years now, and it's gone through several heavy revisions in that time. The only real reason I posted it now was because I had been bringing it up in various threads, and kept getting the "sounds cool, can we see it?" response. The main point of the thread wasn't to present the system as a finished product. It was to give people who were developing their own Craft rules some ideas, and to get more feedback on mine. To make things worse, the 2-component armor system (in post #7) is only a week old, and we haven't implemented it yet in-game, and it definitely changes game balance. Basically, I still have to go back through all the materials and split the armor benefits between the Primary and Secondary. For instance, Dragonplate (the Hard dragonskin material) is currently +3 AC, +2 MaxDEX, +2 ACP, -5% SF, and elemental resist of (10+age), where "age" is the age category number (1-12?). So, I'd probably split it something like: Primary: +2 AC, +1 MaxDEX, +1 ACP, element resist (5+age/2) Secondary: +1 AC, +1 MaxDEX, +1 ACP, -5% SF, element resist (5+age/2) For most of the low-end materials, it's easy to split the bonuses, because there are so few. But with the mid-range materials, there's not always an easy divide, especially once you include the magical Cost Reductions. And then there's the weight-reducing ones, like mithral. Do both halves have to be made of Mithral before the item's weight class decreases, and if not, do you at least limit it to the Primary? Still working on that. ------------ Maybe someday I'll PDF it. This is just a small part of the larger Spatzworld homebrew system (and it's almost the only part that can be translated easily to core D&D); we use entirely custom races and classes, a slightly different level system, a very different magic system, a different cosmology (planar system)... so, before finalizing this bit, I'd rather also post the other pieces. [/QUOTE]
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