I'm thinking of making the material you weapon is made out of more important in my games, so I'm homebrewing a small list of them as well as giving them special effects (Silver strong against Werebeasts, Cold-Iron strong against Fey, etc), but I have no idea how to price them. Some of these I know should be very expensive, so much so that the players might even be incentivised to rent weapons for a quest or two instead of outright buying them.
I've tried trowing a simple multiplyer in price for each material, but the price of weapons varries so much that while some of them are worth a fortune, the cheapest ones, such as javelins, are only worth a couple hundred gold.
Most D&D Weaponry is assumed to be made of steel unless something states otherwise.
Iron is largely considered to be inferior to steel... steel is actually an alloy of iron and carbon, making it more durable. Steel is actually mostly made of iron, with some carbon added.
That said, I think that iron weaponry should probably be priced the same or lower than steel weaponry, and should be inferior against most enemies (maybe iron weapons have a -1 to damage), but deal more to fey. In the case of iron weapons it's less a case of needing to pay extra for a speciality metal and more about the challenge of whether it's worth being worse at fighting non-fey to give yourself an advantage against fey enemies.
That said, I think that iron weaponry should probably be priced the same or lower than steel weaponry, and should be inferior against most enemies (maybe iron weapons have a -1 to damage), but deal more to fey. In the case of iron weapons it's less a case of needing to pay extra for a speciality metal and more about the challenge of whether it's worth being worse at fighting non-fey to give yourself an advantage against fey enemies.
Cold-iron should not be cheaper than steel weapons.
I don't remember the details, but cold-iron has been less worked, and so needs more skill to make the weapons combat-worthy.
These kinds of adjustments have a way of creeping into other aspects of your economy and loot until they grow into massive headaches, so proceed with caution. I'd stick close to the existing 'silvered weapon' model and just expand it to include other coatings.
I'm thinking of making the material you weapon is made out of more important in my games, so I'm homebrewing a small list of them as well as giving them special effects (Silver strong against Werebeasts, Cold-Iron strong against Fey, etc), but I have no idea how to price them. Some of these I know should be very expensive, so much so that the players might even be incentivised to rent weapons for a quest or two instead of outright buying them.
I've tried trowing a simple multiplyer in price for each material, but the price of weapons varries so much that while some of them are worth a fortune, the cheapest ones, such as javelins, are only worth a couple hundred gold.
How would you guys go about doing this?
RAW, slivering a weapon costs 100 gp + base item cost (iirc) Adamantine is 500 +
Maybe start with those.
Yes, note that silvering a weapon is putting a thin layer on top of the blade, it isn't making the entire weapon out of the stuff!
Most D&D Weaponry is assumed to be made of steel unless something states otherwise.
Iron is largely considered to be inferior to steel... steel is actually an alloy of iron and carbon, making it more durable. Steel is actually mostly made of iron, with some carbon added.
That said, I think that iron weaponry should probably be priced the same or lower than steel weaponry, and should be inferior against most enemies (maybe iron weapons have a -1 to damage), but deal more to fey. In the case of iron weapons it's less a case of needing to pay extra for a speciality metal and more about the challenge of whether it's worth being worse at fighting non-fey to give yourself an advantage against fey enemies.
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Cold-iron should not be cheaper than steel weapons.
I don't remember the details, but cold-iron has been less worked, and so needs more skill to make the weapons combat-worthy.
These kinds of adjustments have a way of creeping into other aspects of your economy and loot until they grow into massive headaches, so proceed with caution. I'd stick close to the existing 'silvered weapon' model and just expand it to include other coatings.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Please note, there is some theory that the myths of 'cold iron' was a reference to early steel before they realized just how wonderful they were.
Some people claim that when more primitive people ran into early steel cultures they realized:
1) Their own iron weapons were no good against the superior 'iron' (steel) armor the strange newcomers had
2) The newcomers weapons however could defeat the newcomer's own armor.
3) But both were made of iron. So the new stuff must be a new kind of iron, aka "cold iron'.
That said, I see no reason not to do whatever you want with 'cold iron'