That sword you picked up off the hobgoblin overlord? ( Log Out /  When you upgrade your weapon in this system, there is always a benefit in all areas. You gain proficiency with heavy armor. Even 5e makes room for the idea, using backgrounds, subclasses, and optional feats as a way to narrow down and clarify your character’s unique place in the world. Nobody wants to watch the same sketches over and over on Saturday Night Live. Welcome to December, everybody! Something does not work as expected? Append content without editing the whole page source. I can’t wait to see what they’ve done with the concept! Now it gives you a standard AC of 13 + your Dex modifier.

Personally, I probably wouldn’t use masterwork ammunition in my games. That was the intent, yes. There might be one such suit of armor in the entire world. They are class features, just like any of the others. It is proof that they are a master of their craft and that they are able to craft items of exceptional quality. A +1 weapon in 5e is an uncommon item, while a +1 armor is rare. They get a signature weapon that differentiates them from other fighters, and it gains special properties that make it different from the normal weapons you might find laying about on the dungeon floor. Cloak of Destiny (5e Equipment) Cloak of Dragon Power (5e Equipment) Cloak of Eldritch Outgrowth (5e Equipment) Cloak of Frozen Scale (5e Equipment) Cloak of Gliding (5e Equipment) Cloak of Insect Flying (5e Equipment) Cloak of Kewil (5e Equipment) Cloak of Reality Warp (5e Equipment) Cloak of Suspicious Yet Innocent Levitation (5e Equipment) My PC had a plussed, named, but mundane sword that I had built up in my mind as so finely made that I passed over “better” magical weapons to keep it, and I think that kind of attitude can really help to build character for PCs. Your walking speed increases by 5 feet. There’s simply a lot more to make.

Too bad it’ll cost you another 1,700 to get a +1 bonus to damage in addition to that. I decided to go a different way with the idea that a masterwork bow has a heavier draw weight. Cool and unique, right?

You could, of course, make more powerful masterwork items with more powerful options. As it is, only a few classes need a +1 or better weapon to deal magic damage, and making life still harder on those classes with no change for everyone else isn’t a great outcome. The idea would be that the quality of the bow or crossbow would allow a wielder an easier time when it comes to aiming and firing arrows.

Now, I know what you’re about to say. The idea was to make masterwork equipment more of a rarity while also increasing its efficacy, and also establishing a basic tiered system to determine the quality of the item. However, I think even a person more creative than I probably couldn’t come up with more than six or eight more features each for armors and weapons.

When dealing with a single bonus, benefit, or path, one expects consistency. It was a cool little mechanic that gave you an edge early in the game without explicitly granting the players magic. You can use the power armor as a spellcasting focus for your artificer spells. You create a table of special properties for weapons and armor, and when masterwork equipment shows up in the game, you roll to determine what features it has. Each model includes a special weapon. And yes, this remains true with the standard system. If you want the elven leather to give a bonus to Dex saving throws, then do it!. Admittedly, I just got a new graphics card for my PC, and Fallout 4 was calling my name. They did nothing with the concept. This means that a group of level 1 characters can purchase one masterwork weapon, up to three masterwork armors, five sets of masterwork thieves’ tools, or ten other masterwork tools after a single day of adventuring. Any weapon can do anything in the hands of a “GOOD” GM. Combined with your concept, they could be light +1 to +3 armor, depending on the craftsmanship. The above razor sword is easy to design, really. And to a large degree, that remains the same in Dungeons and Dragons, where the jokey tagline is “killing monsters and taking their stuff.

I did mention above the idea of layering abilities onto items in order to make them more powerful.

Do you know what isn’t stupid? Click here to toggle editing of individual sections of the page (if possible). In addition to that, you have to go through constant fittings with the armor to ensure that it fits properly, and it must constantly be adjusted. Now, I’m sure many of you will give the answer of “a “GOOD” GM wouldn’t allow that. The armor’s weight is negligible, and it becomes formfitting and wearable under clothing. The point here is, of course, there’s a thematic inconsistency between the benefits gained here. Masterwork weapons, armor, and tool sets were one of my favorite little mechanics in D&D 3.5 and Pathfinder. Of course, you could always run a game where players can commission masterwork items from local smiths, and choose whether or not they want Hooks and Spikes or a Huge weapon. Classes are, by their very nature, limiting. Elven and dwarven weapons and armor are theoretically better than those made from any other race. See, D&D is a high-yield game when it comes to money. Except they still only cost 300 gp. It will soon be deleted along with the rest of them this Thursday (now November 5th)! It’s a bonus that lasts throughout the armor’s career. View/set parent page (used for creating breadcrumbs and structured layout). Name Armor Class (AC) Strength Stealth Weight Cost; Ring Mail: 14-Disadvantage: 40 lb. For one, it puts a bit of a burden on the GM in terms of remembering who has masterwork armor and who doesn’t. More importantly, the cost of a weapon or armor often had more to do with it’s decoration than it’s battle worthiness. Now this can be fixed. The party can commission a Masterwork +1 longsword in the capitol, but that longsword isn’t going to compare to a Hattori Hanzo sword forged personally for the party’s fighter, or the ancient excalibur-quality weapon discovered in the ancient castle of Stackinbrix. Did you enjoy this article? (Making life harder for them and removing that ability from other classes is fine, and makes that monster trait matter a lot more.). The other aspect of masterwork weaponry and armor is that it was often regional in nature. You design your armor to be in the frontline of conflict. However, Borka the Blacksmith is the local smith in the town of Arseville. A “GOOD” GM could also just play a different game with less prohibitive magic item system. The power armor attaches to you and can’t be removed against your will. You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. This is why so many spells that traditionally granted an AC bonus have been retrofitted into this new system with different mechanics. Let masterwork rule the +1, +2, AND +3 bonuses. I love the idea and I’ll be implementing in my Pathfinder and 5e games. A master craftsman is simply someone whose skill puts them above the proficiency of journeyman – someone whose apprenticeship is complete, and has honed their skills. Are you still suggesting in your ‘Right Way’ method that a +1 masterwork weapon gives a bonus to both attack rolls and damage? Therefore, a +3 armor SHOULD be legendary.

I propose going all the way. ©2020 D&D Beyond | All Rights Reserved | Powered by Fandom Games. You’ll never plunder a dwarven mine and take its stacks of platinum. This is Excalibur or Masamune. Second, it maintains the idea that masterwork is something unique, and not connected to magical bonuses. View and manage file attachments for this page. An artificer who specializes as an Armorer modifies armor to function almost like a second skin. Good luck trying to leap over tall buildings in those crocs! It’s actually always been that way, if you know the math, but it’s especially noticeable in 5th edition, where ACs stay low throughout the game.

In theory, masterwork items are a fantastic idea for a fantasy RPG world. And, in my mind, it doesn’t even make any sense. You can customize your power armor. One of the other things related to this I’ve been trying to work out are the benefits of an elven weapon, for example. But the expense often had more to do with how far away it was made.

But by integrating this into your games, you’re also making kind of a tacit agreement that magic weapons need to be a bit more…magical. If you already have this tool proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

Now, I’ve got a couple more ideas now, but as I look back, I see other issues with what I wrote. Done. Mostly about games, but with occasional detours into other nerdy territories. Masterwork weapons do not add a bonus to attack rolls. This means that that extra +1 to attack rolls actually ends up equating to more damage than the +1 to damage rolls. Letting the +1 bonus on weapons and armor be a catch-all for masterwork. The mechanics we’ll be using today? First, let’s talk about the cost issue. What’s that? In all likelihood, it took much less time and effort, even if it does have a +3 bonus. Second, you’re not restricting the player in any meaningful way when you ask them what they WANT their masterwork weapon to be. I also hated those same mechanics with a deep and abiding passion. ( Log Out /  In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor. Many thanks for this. However, I think part of that is due to the fact that it’s inherently tied to the class mechanic.

Materialism. Masterwork Armor (Heavy): Damage from non-magical piercing, bludgeoning, or slashing attacks is reduced by 2 (minimum of 1 damage). Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.

This is like the Six-Fingered Sword in the Princess Bride. Enter your email address to follow this blog and receive notifications of new posts by email. It has no effect on armors that don’t impose disadvantage on stealth. It becomes a breakdown in communication, where you’re trying to tell the player that you don’t want to try to design and balance a razor blade, while what they hear is that you have simply placed strings on their desires. I like this a lot. Keep magic magical. Magic swords will still have the +1 to +3 benefit by default, since a magic sword must be masterwork. It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. When you hit an enemy with a Masterwork Weapon, you re-roll any damage dice that land on a result of 1. Masterwork weapons grant a +1 enhancement bonus to attack rolls. D&D doesn’t need to be a historical simulation, but not every benefit or cost factor need have a mechanical or combat benefit either.

The dwarf king’s dwarf-hammer is not only especially heavy, adding +2 damage and giving it the Heavy property, but it also has spikes on the head, allowing you to re-roll 1s on damage rolls.

Treat masterwork items in the same way you would in 3.5. Obsidian Portal allows you to create campaign websites for tabletop roleplaying games. I wonder if anyone would know the link to that article as I seem to have misplaced it and I found both good and wanted to share them with my players.

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