blelliot
2013-09-08, 08:13 PM
Well, ive been looking into a system(
http://community.wizards.com/go/thread/view/75882/19573314/Low_Magic_D38) where magic items are much more rare than in standard d&d and i was looking at some special materials for weapons and armor. Here's what i have so far. The idea is to make varying degrees of masterwork weapons and armor. what follows is what ive decided to use:
Weapons
Bloodiron: replicates cold iron, bonus to confirm crits. PH
Adamantine: bypasses /adamantine damage reduction, ignores hardness 20 and below when used to sunder items. DMG
Green Steel: enhancement bonus to damage. A&EG
Blueice: Slashing weapons deal bonus damage. FB
Bronzewood: reduces weight. A&EG
Byeshk: deals bonus damage with bludgeoning weapons. ECS
Calomal: overcomes the damage reduction of creatures with the fire subtype. MoE
Darksteel: deals bonus electricity damage. MoF
Dlarun: deals bonus frost damage. MoF
Dragonbone Bow: increases the range by 20' and makes the bow composite. Draco
Dragonfang: grants an enhancement bonus to attacks and energy damage of the respective dragon as an extraordinary ability. Draco
Duskwood: steel weapons weigh half as much. MoF
Fever Iron: deals bonus fire damage. MoF
Frystalline: weapon is considered good-aligned. BoED
Moghuth: penalty to attack and damage, but naturally poisonous. A&EG
Glassteel: makes hidden weapons harder to spot. RoF
Gold, Alchemical: increases the damage dice of a weapon.* MoF
Hizagkuur: deals bonus electricity damage. MoF
Iron, Cold: bypasses /cold iron damage reduction. DMG
Mournlode: overcomes undead damage reduction as silver or cold iron. MoE
Pearlsteel: reduces the penalties of using a weapon underwater. SW
Platinum, Alchemical: increases the damage dice of a weapon.* MoF
Rimefire Ice: deals bonus cold damage. FB
Silver, Alchemical: bypasses /silver damage reduction, reduces weapon damage. DMG
Serren: adds the ghost touched property. BoED
Starmetal: replicates adamantine, but deals extra damage to extraplanar creatures. CAr
Armor
Adamantine: grants damage reduction based on armor category. DMG
Arandur: grants sonic resistance. MoF
Blended Quartz: reduces ASF. A&EG
Blueice: reduces armor category, ACP, and ASF (for cold spells) and increases MDB. FB
Bronzewood reduces weight, doesn't affect hide in woodlands. A&EG
Camoflauge Dye: grants a hide bonus (only with specific light armors). RoF
Chitin: replaces metal, increases MDB. RotD
Copper, Alchemical: grants cold resistance. MoF
Darkleaf, Elven: reduces ASF, ACP, armor category and increases MDB. A&EG
Darksteel: grants acid resistance. MoF
Darkwood (Zalantar): reduces weight and ACP (shields only). DMG
Dlarun: grants fire resistance. MoF
Dragoncraft Armor/Shield: grants energy resistance 5 against the respective dragon as an extraordinary ability. Reduces armor category and ACP, only available for certain armor types. Draco
Dragonhide: replaces metal to craft most armors. Immune to the breath weapon of the respective dragon species (armor only). DMG/Draco
Dragonhide Mantle: grants energy resistance as dragoncraft armor, but uses the shoulder body slot. Draco
Duskwood: breastplate only; reduces armor category, ASF and ACP, increases MDB. MoF
Elukian Clay: increases ACP, does not apply ACP to swim. A&EG
Entropium: increases armor category and Str ACP, reduces Dex ACP, ASF and increase MDB. A&EG
Fever Iron: grants fire resistance. MoF
Flametouched Iron: grants a saving throw bonus vs. evil outsider spells, SL and supernatural abilities. ECS
Glassteel: reduces armor category, ACP and ASF, increases MDB. RoF
Gold, Alchemical: grants fire and acid resistance, increases armor category, ACP and ASF, decreases MDB. MoF
Leafweave, Elven: reduces ASF and ACP, increases MDB, cannot replace metal armors. A&EG
Mithral: reduces armor category, ACP and ASF, raises MDB. DMG
Mournlode: resistance bonus vs. the spells, SL and supernatural abilities of undead. MoE
Platinum, Alchemical: grants cold and sonic resistance, increases armor category, ACP and ASF, decreases MDB. MoF
Shadowsilk: can only be used to make certain light armors, grants a bonus to hide/move silently, increases MDB, reduces ACP and ASF (in shadows/darkness). ToM
Starmetal: replicates adamantine. CAr
Thistledown: used for padded armor, provides a bonus to hide checks in shadowy/dark areas. RotW
So with this i think ive got a good idea going. With varying degrees like this, and a reduction of WBL for charachters, and A reduced treasure output from creatures, This is the start of my new worlds economy. A world where magic items must be made or stolen, not bought. The varying degrees of masterwork will involve normal masterwork at +1, dwarvencraft at +2, then idk where to go from there. PLMK what you may think and if there is anything you would change or add. Thanks!
http://community.wizards.com/go/thread/view/75882/19573314/Low_Magic_D38) where magic items are much more rare than in standard d&d and i was looking at some special materials for weapons and armor. Here's what i have so far. The idea is to make varying degrees of masterwork weapons and armor. what follows is what ive decided to use:
Weapons
Bloodiron: replicates cold iron, bonus to confirm crits. PH
Adamantine: bypasses /adamantine damage reduction, ignores hardness 20 and below when used to sunder items. DMG
Green Steel: enhancement bonus to damage. A&EG
Blueice: Slashing weapons deal bonus damage. FB
Bronzewood: reduces weight. A&EG
Byeshk: deals bonus damage with bludgeoning weapons. ECS
Calomal: overcomes the damage reduction of creatures with the fire subtype. MoE
Darksteel: deals bonus electricity damage. MoF
Dlarun: deals bonus frost damage. MoF
Dragonbone Bow: increases the range by 20' and makes the bow composite. Draco
Dragonfang: grants an enhancement bonus to attacks and energy damage of the respective dragon as an extraordinary ability. Draco
Duskwood: steel weapons weigh half as much. MoF
Fever Iron: deals bonus fire damage. MoF
Frystalline: weapon is considered good-aligned. BoED
Moghuth: penalty to attack and damage, but naturally poisonous. A&EG
Glassteel: makes hidden weapons harder to spot. RoF
Gold, Alchemical: increases the damage dice of a weapon.* MoF
Hizagkuur: deals bonus electricity damage. MoF
Iron, Cold: bypasses /cold iron damage reduction. DMG
Mournlode: overcomes undead damage reduction as silver or cold iron. MoE
Pearlsteel: reduces the penalties of using a weapon underwater. SW
Platinum, Alchemical: increases the damage dice of a weapon.* MoF
Rimefire Ice: deals bonus cold damage. FB
Silver, Alchemical: bypasses /silver damage reduction, reduces weapon damage. DMG
Serren: adds the ghost touched property. BoED
Starmetal: replicates adamantine, but deals extra damage to extraplanar creatures. CAr
Armor
Adamantine: grants damage reduction based on armor category. DMG
Arandur: grants sonic resistance. MoF
Blended Quartz: reduces ASF. A&EG
Blueice: reduces armor category, ACP, and ASF (for cold spells) and increases MDB. FB
Bronzewood reduces weight, doesn't affect hide in woodlands. A&EG
Camoflauge Dye: grants a hide bonus (only with specific light armors). RoF
Chitin: replaces metal, increases MDB. RotD
Copper, Alchemical: grants cold resistance. MoF
Darkleaf, Elven: reduces ASF, ACP, armor category and increases MDB. A&EG
Darksteel: grants acid resistance. MoF
Darkwood (Zalantar): reduces weight and ACP (shields only). DMG
Dlarun: grants fire resistance. MoF
Dragoncraft Armor/Shield: grants energy resistance 5 against the respective dragon as an extraordinary ability. Reduces armor category and ACP, only available for certain armor types. Draco
Dragonhide: replaces metal to craft most armors. Immune to the breath weapon of the respective dragon species (armor only). DMG/Draco
Dragonhide Mantle: grants energy resistance as dragoncraft armor, but uses the shoulder body slot. Draco
Duskwood: breastplate only; reduces armor category, ASF and ACP, increases MDB. MoF
Elukian Clay: increases ACP, does not apply ACP to swim. A&EG
Entropium: increases armor category and Str ACP, reduces Dex ACP, ASF and increase MDB. A&EG
Fever Iron: grants fire resistance. MoF
Flametouched Iron: grants a saving throw bonus vs. evil outsider spells, SL and supernatural abilities. ECS
Glassteel: reduces armor category, ACP and ASF, increases MDB. RoF
Gold, Alchemical: grants fire and acid resistance, increases armor category, ACP and ASF, decreases MDB. MoF
Leafweave, Elven: reduces ASF and ACP, increases MDB, cannot replace metal armors. A&EG
Mithral: reduces armor category, ACP and ASF, raises MDB. DMG
Mournlode: resistance bonus vs. the spells, SL and supernatural abilities of undead. MoE
Platinum, Alchemical: grants cold and sonic resistance, increases armor category, ACP and ASF, decreases MDB. MoF
Shadowsilk: can only be used to make certain light armors, grants a bonus to hide/move silently, increases MDB, reduces ACP and ASF (in shadows/darkness). ToM
Starmetal: replicates adamantine. CAr
Thistledown: used for padded armor, provides a bonus to hide checks in shadowy/dark areas. RotW
So with this i think ive got a good idea going. With varying degrees like this, and a reduction of WBL for charachters, and A reduced treasure output from creatures, This is the start of my new worlds economy. A world where magic items must be made or stolen, not bought. The varying degrees of masterwork will involve normal masterwork at +1, dwarvencraft at +2, then idk where to go from there. PLMK what you may think and if there is anything you would change or add. Thanks!