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 Dark steel, Glass steel and Smithing
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Forgotten Ghost
Acolyte

Australia
36 Posts

Posted - 21 Mar 2007 :  01:27:58  Show Profile  Visit Forgotten Ghost's Homepage Send Forgotten Ghost a Private Message  Reply with Quote  Delete Topic
Firstly Dark steel was covered in 2nd ed but not in 3 or 3.5. I have looked at it's properties in 2nd and was wondering about what properties it would have in 3.5, I was thinking lightning resistance but couldn't think of a weapon property.

Second what is glass steel? is it just glass with the hardness and hp of steel?

Lastly smithing i would like to see characters be able to do more than just add a +/-1 to attack rolls/armour check with their craft on weapons/armour. In books and mythology smiths make great and masterful weapons without magic and thats something i'd like to capture in my game. I'm not saying that with a craft check the smith could say add magical properties or anything, rather say they could add a fuller to a sword reducing weight, or temper a sword to add hardness, or customise the grip or just decorate it (PIMP it out with bling!).

I'd like to hear others thoughts on this, and with help possibly come up with a list of additional craft thingys with DC's effects cost etc.

KnightErrantJR
Great Reader

USA
5402 Posts

Posted - 21 Mar 2007 :  01:39:01  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Green Ronin's Advanced Game Master's Guide has some rules for other levels of masterwork items beyond the standard.
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Matan Thunder
Acolyte

USA
26 Posts

Posted - 21 Mar 2007 :  04:04:26  Show Profile  Visit Matan Thunder's Homepage Send Matan Thunder a Private Message  Reply with Quote


quote:
Second what is glass steel? is it just glass with the hardness and hp of steel?


Since this is a spell, I would suggest that you take it literally. Use the (what? ) hardness/HP rating of steel. The spell is a Lv 8 Spell in 2nd ed. The spell affect is permanent, hence the ability to work the material after its creation. The base material is glass/crstal that is transmuted.....at least it was in 2nd ed.

quote:
Lastly smithing i would like to see characters be able to do more than just add a +/-1 to attack rolls/armour check with their craft on weapons/armour. In books and mythology smiths make great and masterful weapons without magic and thats something i'd like to capture in my game. I'm not saying that with a craft check the smith could say add magical properties or anything, rather say they could add a fuller to a sword reducing weight, or temper a sword to add hardness, or customise the grip or just decorate it (PIMP it out with bling!).


I don't know if this helps all that much, but the 2nd Ed offered a PC class smith that is part PC (at least in my games) and part NPC. It by Mr Greenwood himself. February 1983. It was also in the Best of the Dragon Vol IV.

The class offer magic item creation possiblities. You know for those spinner pommels (like the hubcaps) to make your magic items sparkle.

I hope this helped!

Later


Turn them all into rainbow colored mushrooms and drop them from 300' to the tune from the "Anvil Chorus".
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Kes_Alanadel
Learned Scribe

USA
326 Posts

Posted - 21 Mar 2007 :  13:48:51  Show Profile  Visit Kes_Alanadel's Homepage Send Kes_Alanadel a Private Message  Reply with Quote
In one sourcebook there is a section on magic forges. I know I saw it last night when looking something up for Tifvus' group, but which book it was in, escapes me this morning.
~Kes
who is off for some more coffee to kick start her brain

Ack! I seem to have too much blood in my coffee stream!

When did 'common sense' cease to be common?
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Forgotten Ghost
Acolyte

Australia
36 Posts

Posted - 21 Mar 2007 :  23:01:24  Show Profile  Visit Forgotten Ghost's Homepage Send Forgotten Ghost a Private Message  Reply with Quote
Thanks all for their assisstance. Where can I find Green Ronin's Advanced Game Master's Guide?
I've seen that magic forge stuff too and there is also a prestige class which allows one to accomplich similar stuff without being capable of casting spells but they aren't really what I was after.

I was trying to compose a list of the kind of things a smith could do to weapons & armour and this was what I came up with & their effects I still need to think of DC's & cost and stuff though so help and opinions would be much obliged.

*Add fuller (make bladed weapon lighter, no idea how much though)
*Unbalance (alter the balance so the majority of weight is in the head/blade
makes the weapon do more damage but makes it harder to wield
affecting attack so +1 damage -1 attack)
*Temper (increase hardness of bladed weapon by 1)
*Ceremonial Armour (template that can be applied to armour appeared in Dungeon
magazine Dec 2003 Iss 105)
*Ceremonial Weapon (you just pimp out the weapon add bling that kind of stuff)

let me know if you have any others I could add, or DC's or opinions.
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Asgetrion
Master of Realmslore

Finland
1564 Posts

Posted - 23 Mar 2007 :  11:45:46  Show Profile  Visit Asgetrion's Homepage Send Asgetrion a Private Message  Reply with Quote
Isn't Glassteel (sp?) fully described in Champions of Valor? I seem to recall something about the knights of Nibral and their armor.

My own house rule is that if a character tries to forge something really extraordinary (i.e. a highly magical/decorated armor or weapon) I demand that he uses a Hammer of the Weaponsmith or Tongs of the Armorer.

"What am I doing today? Ask me tomorrow - I can be sure of giving you the right answer then."
-- Askarran of Selgaunt, Master Sage, speaking to a curious merchant, Year of the Helm
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