Silliness on Mithril costs


Pathfinder First Edition General Discussion


Alright, this is something that Pathfinder has inherited from previous editions. It struck me as silly/stupid then, and it strikes me even more so now that I was looking at getting a neat scimitar made for my PFS char.

Mithril chain shirt: 25lbs of normal metal, converts to 12.5lbs (or 10lbs on old 3.5 DMG table, dunno if PF kept that extra reduction or not. Game benefits: Get to use 2 more dex to AC (Potential 10% extra miss chance on enemy), get to save 12.5-15lbs of encumbrance room, drops armor check penalty to 0. Cost: 1000gp.

Mithril breastplate: 30lbs of normal metal, converts to 15bs. Benefits: 2 higher max dex bonus (Much more likely to be useful), 3 less armor check penalty (all the way down to -1), 15 lbs extra encumbrance. cost: 4000gp

Mithril longsword: 4 lbs of normal metal, convers to 2. Benefits: Save 2lbs of encumbrance range, counts as alchemical silver for DR purposes without costing you a point of damage.cost _2,000_ GP.

Mithril Greataxe: 12 lbs of normal metal, converst to 6. Benefits: save 6lbs of encumbrance range, counts as alchemical silver for DR Purposes without costing you a point of damage. Cost: _6,000_ GP.

from a game benefit point of view, mithril armor is way more beneficial than mithril weaponry. From an in game world point of view: There's 10-12 times more metal going into that mithral shirt over the mithral longsword, het the shirt costs half as much.

Umm...?

Personally, I'd like to see a 'flat rate' cost for mithril weaponry, maybe modified by size of weapon, to keep it in line with other special materials.


I think you underestimate the amount of metal in a longsword and overestimate the amount of metal in a chain shirt.


A lighter weapon is all well and good, but a certain amount of the damage done is from kinetic energy. Damage done by mithril weapons with slash or crush profiles should be reduced. Take your Louisville Slugger and make a replica from balsa wood (ignore the breakage factor), then try to bash something with them.

Production time for a chain shirt versus a longsword should be the biggest factor involved in their cost comparison. Given a workman that has the skill and the facilities required to work mithril (which should be uncommon), it takes a while longer to put together 800(?) or so small rings into a shirt than it does to turn a bar into a sword.

Edit: I forgot to voice my distaste for the proliferation of mithril. IF a mithril shirt shows up in my campaign, only a fool would sell it.


orcface999 wrote:
A lighter weapon is all well and good, but a certain amount of the damage done is from kinetic energy. Damage done by mithril weapons with slash or crush profiles should be reduced. Take your Louisville Slugger and make a replica from balsa wood (ignore the breakage factor), then try to bash something with them.

You're ignoring a few factors here, but most obviously quality of material. A lead sword is going to weigh more than a steel one, but it sure as hell won't do as much damage. Your balsa bat won't hurt as badly as a hardwood one at least in part because it's going to break if you hit anything with it.

Quote:
Production time for a chain shirt versus a longsword should be the biggest factor involved in their cost comparison. Given a workman that has the skill and the facilities required to work mithril (which should be uncommon), it takes a while longer to put together 800(?) or so small rings into a shirt than it does to turn a bar into a sword.

Really? So you've worked mithral then? Maybe it's harder to work it so that it retains an edge than it is to work it into rings.


Average weight of an actual riveted mail hauberk/shirt is 25 pounds.

Average long sword (which in game usally means an arming sword or cut-and-thrust sword) weighs 2.5 lbs

So the armor is considerably more metal. 10 times the metal usually. Doesnt matter how you look at it.

If made from mithril or adamantine they are both masterwork.

Perfectly reasonable to think that a long sword of mithril should be considerably cheaper than a chain shirt made of mihtril.

Would have rather seen cost mulipliers to items made from special materials myself than additive price modifiers.

-Weylin


Farabor wrote:

Personally, I'd like to see a 'flat rate' cost for mithril weaponry, maybe modified by size of weapon, to keep it in line with other special materials.

Already been discussed in this thread.

Not only mithril, but adamantine weapon pricing was discussed. Instead of pricing by weight, flat pricing based on whether the weapon is light, one hand, or two hand, modeled after the pricing of alchemical silver weapons. Suggested pricing starts about halfway down the first page.


Weylin wrote:
Average weight of an actual riveted mail hauberk/shirt is 25 pounds.

Which is not all metal.


Zurai wrote:
Weylin wrote:
Average weight of an actual riveted mail hauberk/shirt is 25 pounds.
Which is not all metal.

The 25 lbs is the chain hauberk itself. All metal. That is not counting the usual gambeson or arming jacket commonly worn under it. At most the arming jacket/gambeson might add 3 to 5 pounds. That still leave 20 lbs of metal. Since there is no mention of an arming jacket or gameson in the armor description that would actually up the weight of the armor to 27-30 lbs.

-Weylin


Weylin wrote:
Zurai wrote:
Weylin wrote:
Average weight of an actual riveted mail hauberk/shirt is 25 pounds.
Which is not all metal.

The 25 lbs is the chain hauberk itself. All metal. That is not counting the usual gambeson or arming jacket commonly worn under it. At most the arming jacket/gambeson might add 3 to 5 pounds. That still leave 20 lbs of metal. Since there is no mention of an arming jacket or gameson in the armor description that would actually up the weight of the armor to 27-30 lbs.

-Weylin

Since chainmail is useless without protective clothing underneath it, I'd say it's far more likely that said clothing is already included.


I would assume it would be as well (contrary to fantasy art).

However that still leaves us with over 6 times the material in a chain hauberk as in an arming sword/longsword. The 20 lbs of armor to 3 lbs of sword (which is also is not entirely metal, but the weight of the wood and leather in the hilt is negligible). And leaves the chain hauberk at still over twice the weight of the average greastsword (at 7 pounds).

This still leaves a big discrepency in the cost calculations for special material weapons and armors, especially within each type.

-Weylin


It also leaves an explanation I've already offered ;)


Ignoring the masterwork cost (and time) that both require...

Honestly dont see that forging and sharpening a mithril arming sword/longsword could possibly be any more costly than drawing the mithril into a wire, coiling it, cutting it, fitting several hundred links together and riveting them closed as you go.

-Weylin


Well, to be blunt, making chainmail is apprentice work. Drawing wire is dead-easy, as is turning the wire into rings and snapping the rings together. Every bit of literature and period research I've ever read has indicated that chainmail was merely a time sink with no real skill involved whatsoever.

Making a sword? That's something completely different.

EDIT: And Mithral doesn't require a masterwork component. Mithral is, by its very nature, masterwork equipment.


Sharpening a sword is also apprentice work usually, so that negates the earlier statement you made.

Also from your earlier statement if it is harder to sharpen a mithril sword it would also be harder to draw mithril wire and shape and rivet mithril links.

It still leaves us with the massive difference in weight of materials.

I seriously doubt that mithril istelf makes a weapon masterwork.From the simple the rarity of the metal no one is going to bother making an average weapon with it. If some newly made journeyman got his hands on it, i doubt that he could make a masterwork weapon just because he had a mithril ignot. From the text though either stance could be correct.

Interesting there is no mention explicitly that the effects of mithril includes the benefits of masterwork arms and armor. There is also no explicit mention that it does not. Which means that a mithril sword or armor could also have the benefits of masterwork in addition to the benefits of mithril/adamantine.

-Weylin


Weylin wrote:
Sharpening a sword is also apprentice work usually, so that negates the earlier statement you made.

That is NOT what I said. Please go back and read again.


You're right.

You said: "Really? So you've worked mithral then? Maybe it's harder to work it so that it retains an edge than it is to work it into rings"

Which really doesnt change the stance of my statements.

Also that statement itself ignores that the same cost is applied to maces, warhammers (both of which can be and were sometimes made with metal hafts) and greatsword (which were not really what most would call sharp). Could even forge a club from it, since not all clubs were wooden.

Mithril is not limited to edged weapons, only to ones primarily made of metal.

-Weylin


Fine, allow me to rephrase:

The properties that are useful for armor are not the same properties that are useful for weapons. It's quite possible that mithral needs to be alloyed with different metals to be useful as a weapon, and that those different metals change its forging profile in a manner that makes it take more skill and/or time to forge a weapon than a suit of armor.


Zurai wrote:

Fine, allow me to rephrase:

The properties that are useful for armor are not the same properties that are useful for weapons. It's quite possible that mithral needs to be alloyed with different metals to be useful as a weapon, and that those different metals change its forging profile in a manner that makes it take more skill and/or time to forge a weapon than a suit of armor.

That is a personal assumption regarding that on your part. Not something from the rules. And we are debating the general rules far more than personal or setting views. Whether mithril is really an alloy or a pure metal has changed with edition and setting. In some (including as i recall Golarion) it is a naturally occuring alloy allowing no further addition of material.

If it is anything like iron or steel or bronze, then it is equally useful for either arms or armor. Part of the wonder of metals really.

-Weylin


Weylin wrote:
And we are debating the general rules far more than personal or setting views.

Yes, and the general rules are different for weapons and armor.

Hmmmmmmm.....

EDIT: Not to mention that it DOES require different treatment to make a weapon out of steel than it does out of armor. At least, it does if you ask the Damascus swordsmiths or the master smiths of Japan.

RPG Superstar 2012 Top 16

The general idea behind Mithral is that you are paying for the skill to make the item, not for x lbs of metal per item. this is why it costs the same for a mithral mace as a longsword, and a chain shirt as a breastplate. the true cost factor is the skill.

And mithral is figured by adding it to the basis of a masterwork x item, is it not?

The only problem with mithral is it is not properly reflected in the crafting rules. It should take 5-7 ranks in a skill, minimum, before you KNOW how to craft mithral, reflecting advanced knowledge in metallurgy and a rare, precious substance. Should be 8-10 ranks for adamantine, which makes smiths who can work either system appropriately skilled...and rare.

Making stuff out of rare metals should involve higher level craft checks too...like 25 DC for mithral, and 30 for adamantine.

==Aelryinth


Aelryinth wrote:

The general idea behind Mithral is that you are paying for the skill to make the item, not for x lbs of metal per item. this is why it costs the same for a mithral mace as a longsword, and a chain shirt as a breastplate. the true cost factor is the skill.

And mithral is figured by adding it to the basis of a masterwork x item, is it not?

The only problem with mithral is it is not properly reflected in the crafting rules. It should take 5-7 ranks in a skill, minimum, before you KNOW how to craft mithral, reflecting advanced knowledge in metallurgy and a rare, precious substance. Should be 8-10 ranks for adamantine, which makes smiths who can work either system appropriately skilled...and rare.

Making stuff out of rare metals should involve higher level craft checks too...like 25 DC for mithral, and 30 for adamantine.

==Aelryinth

I have always seen it as a mix of material cost and skill, but with most of it being the cost of material. That is probably the influence from the less rare material rules from previous editions such as gold, silver, bronze, bone and such using the same basic system of price adjustment.

I agree wholeheartedly about skill level (or possibly feats) prereqs for working material like mithril and adamantine. For masterwork in general really. Some new apprentice (skill 1) gets a couple of lucky rolls and makes a masterwork bastard sword...i dont think so.

I am rather happy with the Master Craftsman feat though. Removing magical arms, armor and wondrous item creation from being solely a caster ability. Perhaps include with it the ability to work mithril and admantine.

-Weylin

The Exchange Owner - D20 Hobbies

Zurai wrote:
I think you underestimate the amount of metal in a longsword and overestimate the amount of metal in a chain shirt.

+1


Aelryinth wrote:

The general idea behind Mithral is that you are paying for the skill to make the item, not for x lbs of metal per item. this is why it costs the same for a mithral mace as a longsword, and a chain shirt as a breastplate. the true cost factor is the skill.

And mithral is figured by adding it to the basis of a masterwork x item, is it not?

The only problem with mithral is it is not properly reflected in the crafting rules. It should take 5-7 ranks in a skill, minimum, before you KNOW how to craft mithral, reflecting advanced knowledge in metallurgy and a rare, precious substance. Should be 8-10 ranks for adamantine, which makes smiths who can work either system appropriately skilled...and rare.

Making stuff out of rare metals should involve higher level craft checks too...like 25 DC for mithral, and 30 for adamantine.

==Aelryinth

Actually, from my perspective, I'm happy it doesn't take so many ranks in Craft to make it possible. Last time I checked it was the standard DC of the item, but due to the cost factor it would take much, much longer to complete the item unless you have a hefty modifier to your craft result (since you can willingly increase the DC multiplier to craft faster).

This means that while crafting a mithril chain shirt wouldn't be any more complicated than crafting one from steel, it's going to take longer. This added time can be explained in countless ways, varying from person to person; and it works in a game perspective.

From the perspective of a player, I would say that I enjoy the fact my elven fighter with ranks in craft armor can forge herself a masterwork mithril chain shirt a few levels earlier than she could actually afford to purchase one, or forge a pair of adamantine shortswords in the same fashion. From the perspective of a GM, I have no problem with this as it doesn't upset the flow of the game at all.

On a side note, some have suggested that in the case of weapons, Mithril should be treated as Silver (without the alchemical silver damage penalty) due to the increased cost and lack of meaningful benefit in lighter weaponry (for a mechanical standpoint). This idea is further backed by the Tolkien books, which define Mithril as Truesilver, and one of the most treasured metals. Such things are entirely just potential house rules and interesting fluff. ^_^

Sovereign Court

We've already had this discussion.

If you go to the end of it you'll see that I standardized mithral, adamantine, and alchemical silver charts in terms of display. In the end only a few light one handed mithral weapons winds up being more expensive and every other mithral weapon winds up cheaper.

I see Freesword beat me to it. So I'll just actually post the relevant part.

lastknightleft wrote:

First the Mithral breakdown

+600gp for one handed or one end of a double weapon
+1000gp for two handed or both ends or a double weapon*
+400gp for light weapons
+15gp for each piece of ammunition

This winds up being more expensive for a few light weapons, but cheaper for 90% of the weapons on the chart.

Now adamantine breakdown
+3000gp for one handed weapons or one end of a double weapon
+5000gp for two handed weapons or both ends of a double weapon*
+2000gp for a light weapon
+60gp for each piece of ammunition

this winds up costing a player more for double weapons, but makes light weapons and ammunition cheaper so I think it balances out.

* a two handed weapon can be made at the cost of a one handed weapon if it has a wooden haft (i.e. longspear, glaive, etc.), however it's hardness will not change for the purposes of sunder.

Sovereign Court

James Risner wrote:
Zurai wrote:
I think you underestimate the amount of metal in a longsword and overestimate the amount of metal in a chain shirt.
+1

-1

I think it's silly to say the weight of the underclothes that protect you from the pinching links is more than 5 lbs, assuming of course that mithral actually needs it, since there are stories like say LotR where mithral was worn under the clothes because the links were so fine that they didn't pinch. I think this is a case of carryover from 3.5, where the chart said the exact same thing it does now, but before had no advantage to make weapons from and therefor had no breakdown. They added that mithral beats DR so now weapons benefit, but then they didn't bother to adjust the chart. Everything else just sounds like stretched rationals to explain what was obviously just not bothered to change.

Sovereign Court

Ashiel wrote:


On a side note, some have suggested that in the case of weapons, Mithril should be treated as Silver

Um yeah they did that, that's not suggestion that's in the rules. Unless you mean that they should be priced the same as alchemical silver without the damage penalty, I don't agree with that.


lastknightleft wrote:
James Risner wrote:
Zurai wrote:
I think you underestimate the amount of metal in a longsword and overestimate the amount of metal in a chain shirt.
+1

-1

I think it's silly to say the weight of the underclothes that protect you from the pinching links is more than 5 lbs, assuming of course that mithral actually needs it, since there are stories like say LotR where mithral was worn under the clothes because the links were so fine that they didn't pinch. I think this is a case of carryover from 3.5, where the chart said the exact same thing it does now, but before had no advantage to make weapons from and therefor had no breakdown. They added that mithral beats DR so now weapons benefit, but then they didn't bother to adjust the chart. Everything else just sounds like stretched rationals to explain what was obviously just not bothered to change.

This has been a sticking point with me for a while. When it comes to weights of armor and weapons, often D&D and derived games have been way off such as when great swords had a listed weight of 25lbs.

-Weylin


Zurai wrote:


EDIT: Not to mention that it DOES require different treatment to make a weapon out of steel than it does out of armor. At least, it does if you ask the Damascus swordsmiths or the master smiths of Japan.

Side note: thats because they had inferior ore to work with and had to develop a folding technique to work out inherent flaws in the metal.

Sovereign Court

I find it a trend across several threads that statements include "silly/stupid"; is that necessary? Speaking generally, why is that done?

And related to this, I'm trying to understand why players of this age "demand" the buying/forging of weaponry and armor with affordable yet exotic materials, and at RL market prices with RL technology comparisons. Speaking generally, what is going on?


Pax Veritas wrote:

I find it a trend across several threads that statements include "silly/stupid"; is that necessary? Speaking generally, why is that done?

And related to this, I'm trying to understand why players of this age "demand" the buying/forging of weaponry and armor with affordable yet exotic materials, and at RL market prices with RL technology comparisons. Speaking generally, what is going on?

Not asking for IRL prices, would just like something that was a little more based on the amount of materials as well as type used in construction of items.

Not to mention some internal consistency when it comes to special materials.

For example, Dragonhide and Cold Iron have cost multipliers while Alchemical Silver, Mithril and Adamantine have cost additives.

Continuing, Alchemical Silver treatment has varied cost by the type of weapon. Yet Adamantine and Mithril have it based purely on weight.

If you are going to use cost multipliers then I feel that should be the case for all special materials. If you are going to break down cost by weapon form (light, one-handed, two-handed) for one type of material then I feel it should be that way for all materials.

Charge me twice what the costs are now, as long as the system is internally consistent, i'm good.

-Weylin

Sovereign Court

Weylin wrote:
Pax Veritas wrote:

I find it a trend across several threads that statements include "silly/stupid"; is that necessary? Speaking generally, why is that done?

And related to this, I'm trying to understand why players of this age "demand" the buying/forging of weaponry and armor with affordable yet exotic materials, and at RL market prices with RL technology comparisons. Speaking generally, what is going on?

Not asking for IRL prices, would just like something that was a little more based on the amount of materials as well as type used in construction of items.

Not to mention some internal consistency when it comes to special materials.

For example, Dragonhide and Cold Iron have cost multipliers while Alchemical Silver, Mithril and Adamantine have cost additives.

Continuing, Alchemical Silver treatment has varied cost by the type of weapon. Yet Adamantine and Mithril have it based purely on weight.

If you are going to use cost multipliers then I feel that should be the case for all special materials. If you are going to break down cost by weapon form (light, one-handed, two-handed) for one type of material then I feel it should be that way for all materials.

Charge me twice what the costs are now, as long as the system is internally consistent, i'm good.

-Weylin

while normally I'm not that big on consistency across different types, here is the one instance where I agree some consistency would be nice. Materials should all be treated the same in pricing. I prefer the by type method rather than a multiplier, but I didn't even think of dragonhide or some other materials. So maybe a multiplier would be best (and at the same time the most logical).

On an unrelated note, I'm the one who uses silly a lot, sorry, but I calls em like I sees em. I'll try to use it less, but I don't mean to offend and of all silly's synonyms silly seems the least offensive to me. I try never to say stupid.

Sovereign Court

IRL, the cost of a lot of things doesn't make sense.

Just look at any fashion show, and you will get a pretty good example of what I mean. Maybe mithril swords are all the rage, and the mithril-smith is charging an inflated rate ?

I know it's an easy answer, but just change it in your game, if it does not suit you.


ArchLich wrote:
Side note: thats because they had inferior ore to work with and had to develop a folding technique to work out inherent flaws in the metal.

Side-side note: while Japan did have inferior iron ore to deal with, the statement that the folding technique was developed to combat that handicapp is at odds with the literature handed out at the Japanese Sword Museum in Tokyo, at least as of May 2009 :P


Pathfinder Adventure Subscriber

And things you read in Japanese museums don't have a tiny nationalistic tone? Like how they were forced into that minor conflict in 1942.


There could be a million and one reasons why there are price diferences in stuff as much in a fantasy world as in real life.
Maybe it is because its harder to make swords than chain.
Maybe its because the demand for swords means the price is higher.
Maybe its just because.
Zurai has a point about the cost however IMO.
*edit* If people really want to know all the ins and outs of this kind of stuff I have a friend who makes it for Viking battle re-enactments. I can ask.


dulsin wrote:
And things you read in Japanese museums don't have a tiny nationalistic tone? Like how they were forced into that minor conflict in 1942.

No more than our euro-centric history books deningrate every non-white culture to exist before the American Civil War...


Pathfinder Adventure Subscriber
Mirror, Mirror wrote:
dulsin wrote:
And things you read in Japanese museums don't have a tiny nationalistic tone? Like how they were forced into that minor conflict in 1942.
No more than our euro-centric history books deningrate every non-white culture to exist before the American Civil War...

It is only because they owe us for us going to the trouble of discovering them. 8)

Sovereign Court

Spacelard wrote:

There could be a million and one reasons why there are price diferences in stuff as much in a fantasy world as in real life.

Maybe it is because its harder to make swords than chain.
Maybe its because the demand for swords means the price is higher.
Maybe its just because.
Zurai has a point about the cost however IMO.
*edit* If people really want to know all the ins and outs of this kind of stuff I have a friend who makes it for Viking battle re-enactments. I can ask.

And maybe it just wasn't changed from 3.5 when it wasn't considered a weapons material because no one thought of it? Why is that so hard to believe especially when if you look at page 283 of the 3.5 DMG its the exact same chart?


lastknightleft wrote:
And maybe it just wasn't changed from 3.5 when it wasn't considered a weapons material because no one thought of it? Why is that so hard to believe especially when if you look at page 283 of the 3.5 DMG its the exact same chart?

Because we know that section wasn't just copy-pasted. Mithral has changed in function since 3.5; mithral armor still requires the appropriate proficiency, for example, and mithral weapons function as silver ones. It's much easier to believe that they kept the same prices on purpose than it is to believe they changed the entire text entry and didn't even look at the pricing chart before copying it over.


Mirror, Mirror wrote:
ArchLich wrote:
Side note: thats because they had inferior ore to work with and had to develop a folding technique to work out inherent flaws in the metal.
Side-side note: while Japan did have inferior iron ore to deal with, the statement that the folding technique was developed to combat that handicap is at odds with the literature handed out at the Japanese Sword Museum in Tokyo, at least as of May 2009 :P

Spoiler:

Found here.
albion swords wrote:


Japanese folded steel is superior to European sword steel -- FALSE

Folding steel was a technique used by Japanese smiths to try to get the best steel they could from
very poor ore sources. Folded steel blades are more likely than modern monosteels to have large,
unseen inclusions of impurities that may in fact critically weaken a blade. By folding the steel billet
many, many times, they achieved a more even distribution of carbon and worked most of the impurities
out of the steel. The result is stunningly beautiful, but we have to believe that if a 16th C
Japanese smith had access to modern monosteels, he would have switched in a heartbeat.

Its from a professional sword making/selling company, which I would hope has its facts straight.


lastknightleft wrote:
Ashiel wrote:


On a side note, some have suggested that in the case of weapons, Mithril should be treated as Silver
Um yeah they did that, that's not suggestion that's in the rules. Unless you mean that they should be priced the same as alchemical silver without the damage penalty, I don't agree with that.

Sorry, I haven't scrounged up enough cash to purchase the Pathfinder books yet. Hopefully by Christmas I'll be able to save up the cash for at least the main books. Currently I'm working off the PF-Beta and 3.5 line, so I wasn't aware they actually made Mithril "silver" for the purposes of damage reduction.

I'm glad they did, if that's the case.

Grand Lodge

Equipment and special materials (and magic item pricing to some extent) has always been an issue for many editions of D&D. Pathfinder is no different IMHO.

The problem is its VERY abstract.
Armor has a single price for a full suit but its often the case that in real world history only those rich enough to afford a fully made suit of full plate would have such armor in a full suit, everyone else used pieces of suits mixed together for the best protection.

Weapons are incredibly inconsistant, The monk weapons are specific definitions such as the kama sai and nunchaku but swords are very broad groups... theres no broadsword, claymore, flamberge, wakisashi or the many over varieties available, Yet why is there a katana?

On to pricing and the biggest flaw starts with masterwork. Why does a Mwk longsword cost 315gp yet a Mwk Quarterstaff cost 600gp !!! As mentioned earlier the special materials also provide issues based on application to armor and weapons.

Finally Magic Items are priced into ludicruous values compared to the rest of the market. No way should a +1 longsword that the 3rd level party have got spare cost 2,315gp ok they can only sell it for half that but just what effect would 1,157.5gp have if given to a commoner to sell? he could feed his entire extended family for years!

----------------------------------------------------

All of these systems have a flaw but at the end of the day they provide enough functionality to work with-in the game so they have remained.

Attempts have been made in the past to expand on the existing rules via books like the Arms and Equipment guide but they usually inherit all the flaws present above.

Sure I would love to see more expanded (and completely revamped) rules on armor and weapons and a rehash of pricing to be more realistic but to do that would require as large a tome as the original 3.5 PHB and certainly not as a simple chapter in the Core Rulebook.


Quijenoth wrote:

Equipment and special materials (and magic item pricing to some extent) has always been an issue for many editions of D&D. Pathfinder is no different IMHO.

The problem is its VERY abstract.
Armor has a single price for a full suit but its often the case that in real world history only those rich enough to afford a fully made suit of full plate would have such armor in a full suit, everyone else used pieces of suits mixed together for the best protection.

Weapons are incredibly inconsistant, The monk weapons are specific definitions such as the kama sai and nunchaku but swords are very broad groups... theres no broadsword, claymore, flamberge, wakisashi or the many over varieties available, Yet why is there a katana?

On to pricing and the biggest flaw starts with masterwork. Why does a Mwk longsword cost 315gp yet a Mwk Quarterstaff cost 600gp !!! As mentioned earlier the special materials also provide issues based on application to armor and weapons.

Finally Magic Items are priced into ludicruous values compared to the rest of the market. No way should a +1 longsword that the 3rd level party have got spare cost 2,315gp ok they can only sell it for half that but just what effect would 1,157.5gp have if given to a commoner to sell? he could feed his entire extended family for years!

----------------------------------------------------

All of these systems have a flaw but at the end of the day they provide enough functionality to work with-in the game so they have remained.

Attempts have been made in the past to expand on the existing rules via books like the Arms and Equipment guide but they usually inherit all the flaws present above.

Sure I would love to see more expanded (and completely revamped) rules on armor and weapons and a rehash of pricing to be more realistic but to do that would require as large a tome as the original 3.5 PHB and certainly not as a simple chapter in the Core Rulebook.

Qui, I disagree that it would require a large tome.

Basing the price of masterwork on the cost of object would not take much and be a more sensible option than the current masterwork rules.

One of the best masterwork systems I have seen was in the Black Company setting by Green Ronin. It allowed options beyond the standard weapon/armor abilties in 3.5/PFRPG.

For special materials, I feel it should be based on mastwerwork, the material itself and the item itself. Again, i favor cost multipliers over flat rate additives.

The whole thing should not take more than a couple of pages. It would detail a formula basically.

Sidenote: regarding "ludicruous values" well that goes to something I have some isses with: the gold standard. In fantasy settings I strongly favor the silver standard instead adding a bronze piece just below copper. While mechanically it remains the same, 500 silver does not sound as bad as 500 gold. Or you can divide all prices by 10. example: that makes the sword in question 231 sp 5 cp.

-Weylin


Addition to above:

I was noting that masterwork weapon adds +1 to attack, yet in every other instance of a skill check using a masterwork tool grants a +2. Shouldnt these bonuses be equal, as attack rolls are skill checks basically?

-Weylin


dulsin wrote:
Mirror, Mirror wrote:

No more than our euro-centric history books deningrate every non-white culture to exist before the American Civil War...

It is only because they owe us for us going to the trouble of discovering them. 8)

[eddie izzard]"Do you have a flag? No?..."[/eddie izzard]

Grand Lodge

Weylin, I hear what your saying and perhaps an expansion of the equipment/special materials/magic items would be fairly small but what I was more looking at is a complete rework of all three.

This would include rules for different qualities or weapons (crude to masterwork); piecemail armor; detailed consideration of different tech levels and the weapons and armor stat modifications and costs involved (the romans used mainly bronze in their construction while the english longbow totally changed the face of combat on the battlefield that saw the decline of fullplate armor.); A fully detailed crafting system that uses materials that could be added as treasure and used in the construction of potions and other magic items (something that sees alot of use in computer games but rarely makes it into Pen and Paper rules).

The book I possess that closely looks at weapons and armor to a large degree is an old Palladium Fantasy RPG rulebook called "The Compendium of Weapons, Armor and Castles" detailing over 700 weapons, 40 armors and 40 castles over 224 pages with full illustrations for every one! My version is the Third Printing dated August 1993 but its First printing was in 1989.

I think Pazio would strike gold if they could produce a similar kind of rulebook for the current PFRPG rules.


Quijenoth wrote:

Weylin, I hear what your saying and perhaps an expansion of the equipment/special materials/magic items would be fairly small but what I was more looking at is a complete rework of all three.

This would include rules for different qualities or weapons (crude to masterwork); piecemail armor; detailed consideration of different tech levels and the weapons and armor stat modifications and costs involved (the romans used mainly bronze in their construction while the english longbow totally changed the face of combat on the battlefield that saw the decline of fullplate armor.); A fully detailed crafting system that uses materials that could be added as treasure and used in the construction of potions and other magic items (something that sees alot of use in computer games but rarely makes it into Pen and Paper rules).

The book I possess that closely looks at weapons and armor to a large degree is an old Palladium Fantasy RPG rulebook called "The Compendium of Weapons, Armor and Castles" detailing over 700 weapons, 40 armors and 40 castles over 224 pages with full illustrations for every one! My version is the Third Printing dated August 1993 but its First printing was in 1989.

I think Pazio would strike gold if they could produce a similar kind of rulebook for the current PFRPG rules.

Qui, I am familiar with that Palladium book. Loved it as a resource. A shame I dont care for the palladium system itself.

I seem to recall that on much older issue of dragon were rules for piecemeal armor...wish I had that issue still. It broke down armor by what type and what body part was covered by it. If i recall properly, you basically had an AC total based on that, but if someone targeted a specific limb it went against only the AC for that area. So you could have someone with an overall good AC, but since they had no helm their head was only AC 10.

I could see fitting the optional rules we are discussing in a 32-page book like many of the Companion series. Or at most a 64-page.

Overall, I see a lot of potential by Paizo having 32-page and 64-pages books like they do. It opens up a lot of options for the sort of books they can put out that other companies may not.

-Weylin


Hey, while you're rewriting the mundane equipment pricing system, do you think you could tweak the magic pricing system too? I'm tired of my +1 dagger being valued the same as a titan's +1 greataxe.

Sovereign Court

Zurai wrote:
lastknightleft wrote:
And maybe it just wasn't changed from 3.5 when it wasn't considered a weapons material because no one thought of it? Why is that so hard to believe especially when if you look at page 283 of the 3.5 DMG its the exact same chart?
Because we know that section wasn't just copy-pasted. Mithral has changed in function since 3.5; mithral armor still requires the appropriate proficiency, for example, and mithral weapons function as silver ones. It's much easier to believe that they kept the same prices on purpose than it is to believe they changed the entire text entry and didn't even look at the pricing chart before copying it over.

You're absolutely right, they changed it so they must have changed everything about it, like the grapple rules, they changed those so every section that deals with grappling was re-written to adapt to the change, oh and monster types, those were changed since they had changes to monsters no admitted copy/paste errors there. I think it's much more likely that they didn't consider the change to pricing of weapons by calculating every single weapon than it is to believe that they intentionally made mithral dagger cheaper than a masterwork steel dagger, and a mithral greataxe as expensive as a mithral chain shirt, yeah it's much more reasonable to assume he did it intentionally when he's working on a 500 odd page rule book. Mithral didn't undergo fundamental changes, two bonus rules suggested by the boards were added. Neither of which at face value would require a reworking of the rules until you actually start doing the math on every single weapon. Considering everything else on his plate I'm much more indisposed to believe that the iniquities weren't caught then that he intentionally left the obvious holes in the pricing, when he changed the price of a ten foot pole.

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