Wednesday, January 16, 2013

Let's Go Shopping

Our next proposed game session will be 1/26. And, as was suggested last time, I have worked out Armor Class. While I was at it, I did weapons too.

**Update**
I've decided to add adamantine weapons and armor. Adamantite is basically the mithril of the world. The armor is nigh indestructible, the shields never break or dent, and the weapons never lose their edge. I have to figure out the pricing for it. I was thinking of +500 GP to the base price of the item, but even that might not be enough given how rare the material is.

Currency








Copper (pennies) 100 = 1 GP






Silver (dimes) 10 = 1 GP






Gold (dollars) 1







Gold Bar 1 = 500 GP
















Shields
AC Cost





Hide buckler
+1 5 GP





Wood
+2 10 GP





Iron
+3 20 GP





Bronze
+3 30 GP





Steel
+4 50 GP





Large shield
+5 +25 GP to base cost




(metal only)








Tall shield
+7 125 GP





(steel only)








*large shields act as tall shields to small characters















Armor
AC Cost





Leather
+2 10 GP





Hide (boiled)
+3 20 GP





Studded
+3 25 GP





Scale Mail
+4 50 GP





Chain Mail
+4 75 GP





(long shirt)








Iron Plate
+5 100 GP





Bronze Plate
+5 150 GP





Full Chain Mail
+5 175 GP





Steel Breastplate
+6 200 GP





Full Steel Plate
+8 500 GP





(shoulders, arms, legs)


















Melee Weapons
Damage Cost





For melee attacks the player must be directly next to the target (next square)



1 handed








Unarmed
base --





Blunt
+1 2 GP





Dagger/Small blade
+2 3 GP 





Sword
+3 10 GP





Axe
+4 15 GP





Mace/Flail
+5 30 GP





2 handed








Hammer
+6 25 GP





Double Axe
+6 30 GP





Large Flail
+6 40 GP





Greatsword
+7 50 GP















Long Weapons reach of 1 square between player and target



2 handed








Spear
+3 10 GP





Halberd/Trident
+4 20 GP





Polearms
+5 25 GP















Long weapons are used to unhorse without damaging the mount 




They can be set against a charge to deal 50% damage to a mount and unhorse the rider (will roll for fall damage)
the following attack must be used to kill the damaged mount before an attack can be made against the grounded rider
If a rider is unhorsed without dealing damage to the mount, the player can attempt to capture the mount
with a successful roll (16 or higher on d20) after the battle














Ranged Weapons Range Damage Cost





Sling 3 sq +1 2 GP





Crossbow 5 sq +3 10 GP





(cannot be fired








from mount)








Shortbow 6 sq +4 10 GP





(can be fired








from mount)








Bow 7 sq +4 20 GP





Longbow 8 sq +5 30 GP





Greatbow/Composite 10 sq +6 50 GP















Projectiles
Count Cost





Bullets/Bolts
30 15 GP





Arrows
20 20 GP





Quiver/Pouch

5 GP





(holds 60 max)


















In the beginning players have a 50/50 chance of a successful strike with ranged attacks


(roll a d10 to determine success)







As they progress in levels/skill they have 60/40, 70/30, 80/20, and 90/10



After reaching level 10 they have 100% accuracy, but enemy shields/cover are considered

Levels 10-12 get additional 1d4 damage






Levels 12-15 get additional 2d4 damage






Levels 15+ get additional 3d4 damage






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