**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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