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Thread: Metal refinements (variant rule)
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2017-05-23, 10:59 AM (ISO 8601)
- Join Date
- Dec 2016
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- Hunting "Yonder."
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Metal refinements (variant rule)
This was moved from here and has incorporate many EDIT: Everything has been tidied up and put in this doc below, enjoy
https://docs.google.com/document/d/1...it?usp=sharingLast edited by Westhart; 2017-09-25 at 08:08 AM.
Homebrew: If it is mine feel free to PEACH and/or use it.
Extended Signature
Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.
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2017-05-23, 12:14 PM (ISO 8601)
- Join Date
- Nov 2014
Re: Metal refinements (variant rule)
For the second tier of Steel, how about Samsara as the name? The cycle of life and death?
I am forced to agree that the tier 3 refinements are a little too potent, and if Crucible Steel is to be virtually indestructible, then so should Moon Silver and Vibranium... Increasing the hardness of Adamantium and probably Mithral should be added. Maybe cut the multiplier for Vibranium DR from X5 to X4, and give each tier an exponential cost of refinement besides the base cost of the materials and the DC check. To refine tier 1 costs 5,000 gp for example, and tier 2 10,000 gp or 15,000 gp and tier 3 should be double or triple tier 2. So not only is it just a high DC as you've said, but you've also mentioned that it's a very high price. I like the idea of requiring uber rare materials to help in refining of more powerful versions of metals. You might increase the DCs by 5 for each refining process too... Starting at 35 and going up. At higher levels, this shouldn't be any problem anyway, but will push the limits at which a character could possibly craft something like this a bit higher, but not out of reach indefinitely. The knowledge of how to do these process should be held very secret. Maybe humans have the secret of Iron/steel, while the Dwarved have Adamantium and Elves have Mithral? But I guess you could just as easily have a smiths guild where you could find artisans that had the right knowledge to piece together the right lore to accomplish the same thing.
Just my thoughts :) I'd love to see what you come up with for other materials using this scheme!
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2017-05-23, 01:24 PM (ISO 8601)
- Join Date
- Dec 2016
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- Hunting "Yonder."
- Gender
Re: Metal refinements (variant rule)
Nice! I like it.
I am forced to agree that the tier 3 refinements are a little too potent, and if Crucible Steel is to be virtually indestructible, then so should Moon Silver and Vibranium...
Actually mithral technically can but, just a waste of actions for the enemy. Good point on the vibranium though.
Increasing the hardness of Adamantium and probably Mithral should be added. Maybe cut the multiplier for Vibranium DR from X5 to X4, and give each tier an exponential cost of refinement besides the base cost of the materials and the DC check. To refine tier 1 costs 5,000 gp for example, and tier 2 10,000 gp or 15,000 gp and tier 3 should be double or triple tier 2.
So not only is it just a high DC as you've said, but you've also mentioned that it's a very high price. I like the idea of requiring uber rare materials to help in refining of more powerful versions of metals. You might increase the DCs by 5 for each refining process too... Starting at 35 and going up.
At higher levels, this shouldn't be any problem anyway, but will push the limits at which a character could possibly craft something like this a bit higher, but not out of reach indefinitely. The knowledge of how to do these process should be held very secret. Maybe humans have the secret of Iron/steel, while the Dwarved have Adamantium and Elves have Mithral? But I guess you could just as easily have a smiths guild where you could find artisans that had the right knowledge to piece together the right lore to accomplish the same thing.
Just my thoughts :) I'd love to see what you come up with for other materials using this scheme!Homebrew: If it is mine feel free to PEACH and/or use it.
Extended Signature
Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.
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2017-05-23, 05:53 PM (ISO 8601)
- Join Date
- Jun 2015
Re: Metal refinements (variant rule)
Please use a bit more spacing(organize data instead of placing it in one clump)
Do vibranium stacks with other critical increaser?
In this case some vibranium weapons could reach a threat range of 3-20.(long live to the critical strikes!)Last edited by noob; 2017-05-23 at 06:00 PM.
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2017-05-23, 08:19 PM (ISO 8601)
- Join Date
- Apr 2017
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- Vancouver <-> Dublin
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Re: Metal refinements (variant rule)
I love stuff like this - fleshes out things especially for the oft-neglected melee characters.
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2017-05-24, 12:40 AM (ISO 8601)
- Join Date
- Nov 2014
Re: Metal refinements (variant rule)
I completely concur, but I also feel there's way too much lacking when it comes to crafting skills. For example, Stone is set at a Hardness 8 and 15 HP, but some stones are harder than others. This would have a lot of impact on building.
Gemcutting should increase the value of rough gems, so that rough ruby that was worth 50 gp in town, after the charter's done, it should be worth 200 gp or more!
Don't get me started on Leather, mining, engineering, and virtually all the others.
Craft Alchemy, Armorsmithing, Weaponsmithing, Bowmaking, and a few other crafts are given explicit rules on how they function and what can be done with them, but sadly, much is left to be desired with virtually all Crafts and Professions! Yes... I knkow that Professions are meant to make flat money though a buisness or knowledge set, but more could be put into them. Then again, I've always been one that made my players take Craft or Profession at level 1... It was always meant to give to the characters background. I'd even give a free skill point if need be.
Even with all the templates I've come to find for arms and armor, I feel they are still lacking, as well as Special Materials to make them out of, and hence why I love this option so much!
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2017-05-24, 07:03 AM (ISO 8601)
- Join Date
- Dec 2016
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- Hunting "Yonder."
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Re: Metal refinements (variant rule)
yes they stack, thus why they are so deadly, and costly too, but if everyone feels it is too op I can make nonstackable...
Thanks
Yes, I agree, more materials and possibly other things will be coming after the summer... Not sure how much though as a few *******s tripped me down some stairs and broke my PCHomebrew: If it is mine feel free to PEACH and/or use it.
Extended Signature
Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.
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2017-05-24, 07:09 AM (ISO 8601)
- Join Date
- Jun 2015
Re: Metal refinements (variant rule)
I do not think it is op:you spent a whole lot of money for getting a correct mundane weapon.
It is way less good than getting an aptitude weapon with the money you saved up from not using one of those materials.
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2017-05-24, 07:41 AM (ISO 8601)
- Join Date
- Nov 2014
Re: Metal refinements (variant rule)
I feel they are evening out really nicely now :D and oh S***T! That SUCKS! *raises fist into the air shaking it profusely* You BASTARDS!
Due to the price of the materials, and the difficulty of obtaining them, I feel it should be justified. There should be mundane legendary qualities that the weapon itself could have that smiths had learned from before the time of magic when they had to rely on their smarts and brawn more than magic to protect them...
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2017-05-24, 08:47 AM (ISO 8601)
- Join Date
- Nov 2014
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2017-05-24, 09:00 AM (ISO 8601)
- Join Date
- Dec 2016
- Location
- Hunting "Yonder."
- Gender
Re: Metal refinements (variant rule)
Homebrew: If it is mine feel free to PEACH and/or use it.
Extended Signature
Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.
-
2017-05-24, 09:22 AM (ISO 8601)
- Join Date
- Nov 2014
Re: Metal refinements (variant rule)
For Adamantium, the first tier increases the Hardness from 20 to 30, a gain of 10 hardness... What would you think about keeping that gain at each teir? Instead of 10 followed by 5 and 5, so it would be a total of Hardness 50? The HP would have to be adjusted accordingly...
Last edited by AOKost; 2017-05-24 at 09:23 AM.
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2017-05-24, 11:44 AM (ISO 8601)
- Join Date
- Dec 2016
- Location
- Hunting "Yonder."
- Gender
Re: Metal refinements (variant rule)
well, that would make sense, since adamantine is one of the harder metals...
Homebrew: If it is mine feel free to PEACH and/or use it.
Extended Signature
Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.
-
2017-08-10, 02:03 PM (ISO 8601)
- Join Date
- Dec 2016
- Location
- Hunting "Yonder."
- Gender
Re: Metal refinements (variant rule)
Back from vacation, enjoy
https://docs.google.com/document/d/1...it?usp=sharing
and peach of courseLast edited by Westhart; 2017-08-11 at 07:58 AM.
Homebrew: If it is mine feel free to PEACH and/or use it.
Extended Signature
Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.
-
2017-08-17, 03:32 PM (ISO 8601)
- Join Date
- Nov 2014
Re: Metal refinements (variant rule)
Sorry it took so long to get around to reading your doc. I love what I'm seeing.
For Aurorum Armor, you could give Fast Healing 1, 3, 5, or something similar.
For Starmetal, I feel you should think about giving Armor made from it similar properties as refined Adamantium, or bonuses against outsiders, considering it has the same hardness, and same bypass as adamantium (IIRC), so it should get similar treatment in refining for armor...
Maybe give Wildwood Weapons bonuses to attacks vs Undead... or vs something that would be anti-life, but also a quick question... how are you refining wood? Don't get me wrong, I love the concept, but if you're able to refine it, then could you make it into complex items like chain shirts and chainmail, not just relatively 'blocky' armors like breastplates and full plate?
I would love to see what you would do with my homebrew special material Heartstone, and Green Ronins Celestium, and Dragonsteel to mention a few! I would allow the refined properties of materials to be incorporated into Heartstone if they are available in specific enough quantities.
Keep up the good work! I hope to see tons more along this line! There's not enough special materials and qualities for my personal taste! XD I also really appreciate the expense and difficulty of refining the materials...
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2017-08-18, 09:05 AM (ISO 8601)
- Join Date
- Dec 2016
- Location
- Hunting "Yonder."
- Gender
Re: Metal refinements (variant rule)
No problem, and thanks!
For Aurorum Armor, you could give Fast Healing 1, 3, 5, or something similar.
For Starmetal, I feel you should think about giving Armor made from it similar properties as refined Adamantium, or bonuses against outsiders, considering it has the same hardness, and same bypass as adamantium (IIRC), so it should get similar treatment in refining for armor...
Maybe give Wildwood Weapons bonuses to attacks vs Undead... or vs something that would be anti-life, but also a quick question... how are you refining wood? Don't get me wrong, I love the concept, but if you're able to refine it, then could you make it into complex items like chain shirts and chainmail, not just relatively 'blocky' armors like breastplates and full plate?
...
...
You know... I totally did not think about that... I'll have to think about that for a while...
I would love to see what you would do with my homebrew special material Heartstone, and Green Ronins Celestium, and Dragonsteel to mention a few! I would allow the refined properties of materials to be incorporated into Heartstone if they are available in specific enough quantities.
Keep up the good work! I hope to see tons more along this line! There's not enough special materials and qualities for my personal taste! XD I also really appreciate the expense and difficulty of refining the materials...Homebrew: If it is mine feel free to PEACH and/or use it.
Extended Signature
Well, it seems that life has deposited me here, yet again. Hopefully this time I get to stay a while, as I intend on revising some old homebrew.