Here's a list of material properties I'm using, inspired by a post I read here. At first I didn't want to use the breakage rules at all, but, then they grew on me.
Dark Sun Weapon and Armor Materials
and their Properties
Bone: Weapons: Shatters on a natural 1.
Armor: -1 AC and movement speed on a critical hit.
Chitin: Weapons: Save or break on a
natural 1. Armor: ½ normal weight, -1 to movement speed on a critical hit.
Copper: Weapons: Bends on an natural 1, -2 to hit. Can be fixed during a short
rest. Armor: save or -1 to movement speed on a critical hit. Can be fixed
during a short rest. -2 to endurance checks for heat.
Obsidian: Weapons: Shatters on a
natural 1, brutal 1. Armor: 2x normal weight, -1 AC and movement speed on a
critical hit.
Psi-shard:* Weapons: Save or shatters on a natural 1. Armor: save or -1
movement speed on a critical hit.
Stone (soft): Weapons: Shatters on a natural 1. Armor: 2x normal weight,
-1 AC and movement speed on a critical hit. All stone armor counts as heavy
armor for armor check penalties.
Stone (hard): Weapons: -1 to hit, +1 to damage. 2x normal weight. Armor: 3x normal weight, -1 to movement speed.
Save or -1 AC, -2 to movement speed on a critical hit. All stone armor counts
as heavy armor for armor check penalties.
Wood: Weapons: ½ normal weight. Armor: save or -1 AC and movement speed on critical
hit vulnerable 2 fire.
Bronze: Weapons: 1.5x normal weight. Armor: 1.5x normal weight, -2 to endurance
checks for heat. 2x price.
Iron: Weapons: No difference. Armor: -2 to endurance checks for heat. 3x
price.
Note: The above properties can be partially
or fully negated in magic items by adding one level to the base item level. All of the above can be enchanted normally.
Also, ‘masterwork’ armors (pg. 118 DSCG) are not subject to the above
penalties/properties.
Steel and fantasy metals (orium,
mithril, adamantine, silvered steel, cold iron, shadowsteel, hell forged, etc.)
are ancient, exceedingly rare, and almost exclusively level 11 and up (+3 to
+6).
*Psi-shard =
new Athasian material from weapons/armor. Can be enhanced with power points. A psy-shard weapon can gain an additional +1 to
hit, or damage until the beginning of your next turn by spending 1 power point.
Spending 2 points gains an additional +1 to hit AND damage until the start of
your next turn.
Psy-shard armor can gain an
additional +1 to AC until the bigining of your next turn by spending 1 power
point. Spending 2 power points can give resist 5 (10 paragon, 15 epic) psychic (or
other keyword) until the beginning of your next turn. Non-magical psy-shard
items cost 5-7x normal item cost. Magic psy-shard items cost one item level
higher.
Other traits can be added as the DM sees fit,
of course. E.g.: spending points to change weapon damage type to psychic, or
allowing for a crit on 19-20, etc.
Sorry for all the space...cut and paste from word is wonky.