Why should i spend so much more money on simulair items?

We are working with three stages of quality and also with three stages of pricing. These two do not have to correspont, but are often close to eachother.

After all, asking a high price for a low quality item, and vice versa just isn't the smartest busniss plan you can have.

Althought there is no large difference between a poor item and a normal item (1 and 2 quality), i might rule that a 1 star item might break sooner, or have some other problems during fights.

Weathered

Items that see a lot of use or are left unattended for long periods of time without upkeep become weathered.

  • This equipment functions less from ideal.

    • a negative dice of 1d4 on your weapon attacks and damage rolls

    • or armor score -1

Repaired

Items that have seen long use or serious damage can be repaired, but the process leaves obvious marks of what they've been through.

  • This equipment functions perfectly, but people usually don't want it.

Bent / Dull / Blunt / Torn / Punctured

The item has seen better days and shows traces of fights and use all over it

  • A negative dice should be used when using this weapon in combat, for both to hit and damage

  • A -2 on your armor score


A three star item on the other hand does have a benefit. They are well crafted and only made by true experts. These weapons are also referred to as Artisan Items.

Accurate

Perfectly crafted straight ammunition

  • Removes the disadvantage penalty from close range and long range while using this ammunition

    • Fragile: can't be recovered after use

Quick

Swift and lighter as normal

  • If you miss with your weapon attack, you can use your reaction to try again

Opportunistic


  • When you attack in a suprise round with this weapon, you can deal an additional dice of damage.

    • This additional dice cannot crit.

Protecting

This weapon is especially good at protecting you from harm.

  • You can use your reaction to impose disadvantage on a melee attack that is made against you

    • This must be announced, before you know the outcome of their attack

Two Shot

Typically crafted in twos, this ammunition can be shot two at a time

  • Shot two pieces of ammunition at the same target, or two targets within 10 ft of eachother.

  • This requires your concentration, and may not be used more than once a round.

    • You can only recover one piece of ammunition

Good Fortune

Your armor carries with it the blessing of your faith, or a simple kismet that grants you luck.

  • Once per day you can reroll an ability check once. You must take the new roll.

Mirror Shine

Your armor retains an amazing mirror polish.

  • You gain advantage on all saving throws that involve gaze attacks.

Impressive

Your armor, though worn, appears impressive and grandiose.

  • If you are wearing this armor when first meeting a person or group, your first Charisma based check made to influence them has advantage.

Nimble

Your armor is especially light and allows for extra mobility.

  • This armor does not confer disadvantage on Stealth checks

  • The Strength requirements to wear this armor also goes down by 1

Stalwart

Your armor helps you to stiffen and resist movement.

  • You can use a bonus action to stay in place for 1 turn

    • You gain advantage on any relevent rolls to resist movement against your will

Basher shield

This shield is well balanced, hardy, and thick.

  • Melee attacks with your shield deal 1d6 damage

  • Successfull shove, also deals damage as if you would have made melee attack

Interposing

Your shield is expertly balanced to protected you from deadly ranged attacks

  • Once per turn, you can use a reaction to impart disadvantage on one ranged attack from an enemy that you can see.

Slide

Your shield is slippery, and has helped you to avoid danger in style.

  • Once per turn, you can slide on your shield and increase your movement speed by 10 feet.

    • must make a DC 11 Acrobatics check or become prone at the end of that movement.

Durable

Your shield is especially hardy, and resistant to intentional damage.

  • Your shield is immune to mundane weapon attacks made to damage it.

  • If a spell or special attack would break your armor, you gain advantage on any roll necessary to resist the effect

    • If no roll is allowed, then you may roll a d100. A result of 51 or higher means that the armor remains intact. Once broken, the armor is still repairable, but this special quality ceases to function.