Constructing Constructs... [Archive] - Wizards Community

Post/Author/DateTimePost
Dr. Benway

10-06-04, 09:15 AM
Does anyone know some sort of system for determining the cost of building a new construct? The craft construct feat only mentions making existing constructs in the books I need to know about maing new ones. Like How much would it cost to give something improved grab or constrict? What about spell-like abilities or damage reduction? What is the difference in a construct with 1 hit die as opposed to 12? Does anyone know of anything official or otherwise? A system or equation for this etc? Any homebrew sytems that have been developed out there? I really am going to need to know soon since one of my players is going to want start making his 'robot army' with his artificer. :P

Thanks in advance,
DocB:88E:
Seeker95

10-06-04, 12:32 PM
I would start with an existing construct, and price based on relative HD and CR.

NC=New Construct
EC=Existing Construct

New Construct Price = [Existing Construct Price * {1 - (NCHD/ECHD + NCCR/ECCR)}]

There are probably many other ways to do this, but essentially it scales easily enough -- big power jump = big power increase. Just don't try to reverse engineer this to compare EC1 to EC2. :D
mbfu3k

10-06-04, 01:58 PM
New Construct Price = [Existing Construct Price * (NCHD/ECHD + (NCCR/ECCR)]

With that formula, a new construct with the exact same HD and CR would be twice as expensive. Perhaps you meant:

NCP = ECP * (NCHD/ECHD) * (NCCR/ECCR)

However, I think basing it soley on CR is more appropriate, since CR is, by definition, a guage of its power. Besides, a magic-oriented construct may have artifically low HD but more than make up for it in spell-like or supernatural abilities. (Personally, I think HD should always equal CR, and the different "classes" of monsters should be differentiated by their HD type, just like PC classes. But that's another topic altogether.) Of course, coming up with an appropriate CR is most of the challenge, anyway.

For combat oriented (vs magic oriented) constructs, your best bet is probably to find the closest matching existing construct (the one with most of the same special abilites), and then HD advance / reduce it until it's approximately the same CR. (The advancement rules in the MM don't change the CR. As a general rule of thumb, though, I would probably adjust the CR by about 3/4 of the change in HD.)

For magic / spell oriented constructs, it gets quite a bit more difficult and you'll have to do more ad-hoc'ing. But, again, start with the closest matching existing construct, and work from there, making adjustments for the usefulness of a given ability in relation to the intended purpose of the construct.

Keep in mind, if your player comes up with something specific, you can always post here to get more detailed advice. :)
Seeker95

10-06-04, 02:32 PM
Edited the formula above. Thanks mbfu3k.
Filibik

10-07-04, 12:00 AM
There is a book by Mongoose Publishing called "Constructs: It Is Alive" that details a method for creating custom constructs.

Inside it includes a lot of base types for you to start with, various feats or deficiencies you can add in, as well as special abilities. It basically uses a point system for the construction/cost process... the more you add to it, they more expensive it becomes.

And if you feel that the end pricing ranges that result are understated/overstated, you could easily just add a percentage adjustment to bring it all into the range you are looking for.
Dr. Benway

10-07-04, 12:40 AM
All great info and feedback so far folks...thanks so much :)

DocB:88E:
Kyy'Dakh

10-07-04, 09:16 AM
I've got that book as well. One complaint of mine, however, is that it seems to assume you want the big bruiser type for golems and automata. The lowest HD I could find for a medium golem/automata was 6 HD. I'd just like to have a couple 2 or 3 HD constructs, sometimes.

For simulacra, like homunculi, they essentially have you apply a template. Doesn't quite work out for me.
Seeker95

10-07-04, 09:59 AM
I'd just like to have a couple 2 or 3 HD constructs, sometimes.Animate objects made permanent. :D