And this translated into game mechanics, as well. For simplicity’s sake, here are the rules laid out in game terms. The armor’s weight is negligible, and it becomes formfitting and wearable under clothing. Masterwork weapons gain a +1 bonus to attacks, and negate disadvantage on stealth checks in any masterwork armor you’re wearing. First, it effectively boosts the average damage of the weapon by 1 point, since its lowest roll becomes 2. It’s considered “Rare”, which monetarily means it’s worth up to 5,000 gp.
(P.S. It kind of has to be, doesn’t it? That said, I think that you do a wonderful job of outlining what it should mean for an item to be a true masterpiece…I simply disagree that all masterworks are that.
The only thing that could be weird is the Antimagic Field spell, either it wouldn’t affect enhancement bonuses (which nerfs the spell) or needs another explanation why it makes all the cool designer items inside behave like generic brands from Walmart. (Making life harder for them and removing that ability from other classes is fine, and makes that monster trait matter a lot more.). Do you know what isn’t stupid?
The cap is 50,000 gp, but I would consider these weapons priceless.
Except, it’s ass-backwards. Watch headings for an "edit" link when available.
Come on. I have one question regarding the Mach antics that you might use however.
This is like the Six-Fingered Sword in the Princess Bride. Better manage your group and your campaign, and have a better game. You also talked about how a +1 to attack rolls is statistically more valuable than a +1 to damage. Well, it’s quite simple, actually. 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. First, let’s talk about the cost issue. Anyway, let’s stop wallowing in the past. Second, it maintains the idea that masterwork is something unique, and not connected to magical bonuses.
Creative Commons Attribution-ShareAlike 3.0 License. So…what makes this the Dungeon World method? Essentially, the idea behind my method of masterwork was to create a new standard by which masterwork and magic weapons (and armor, but we’re talking about weapons) were defined.
Are you still suggesting in your ‘Right Way’ method that a +1 masterwork weapon gives a bonus to both attack rolls and damage?
If you want the orc battle-club to have spikes that deal +2 damage, then just add it!
Article could have been 1/100th of the length you filled with hot air. These game mechanics are in draft form, usable in your campaign but not refined by final game design and editing. Below, I’ve got two d6 tables in order to add some excitement to your games.
A +2 weapon? This is really awesome, and I definitely want to implement this. When you do so, choose one of the following armor models: guardian or infiltrator. ©2020 D&D Beyond | All Rights Reserved | Powered by Fandom Games. And that’s really too bad, because like I said above: masterwork is a really cool idea. Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. Having said that, I definitely see the benefit of approaching magic items as you’ve described. I really like this.
You customize your armor for subtle undertakings. My other favorite pet name for it is the “Weird Shit” method. The armor is enhanced to hone the artificer’s magic, unleash potent attacks, and generate a formidable defense. This is really a matter of preference, but I have had multiple players get disappointed upon learning this fact.
See, there’s not that many things you can do with armor. This was one thing I thought about, but it isn’t crucial in 5e. And honestly, it simply comes down to a matter of scale for me.
More importantly, the cost of a weapon or armor often had more to do with it’s decoration than it’s battle worthiness. This does three things.
In order to compensate for this, hit points and damage in 5th edition get a major boost. All of it.
An aura of sharpness around the sword? It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing. ( Log Out /
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. She isn’t forging on the ancestral Lava Anvil of the Goblin Queen. HOWEVER, if you do want to include masterwork ammo, then I suggest using the normal rules for recovering ammunition: you only get half of it back. This is a problem. To get in on this discussion… this is how my group has handled Masterwork in our games: Masterwork Weapons: same as previous editions (+1 to attack, no other effect, and doesn’t stack with magic weapon bonuses) You can attack twice, rather than once, whenever you take the Attack action on your turn. Click here to edit contents of this page. Let’s make some masterwork equipment.
Because you might be able to gain 1000 gold in a month with high profession rolls, but you’ll never find a pirate’s secret treasure.
Holy fuck dude what a long winded waste of breath. Again, thank you so much for your thoughtful comment. There were basic weapons made with Wootz steel, and there were expensive weapons made with it.
The other aspect of masterwork weaponry and armor is that it was often regional in nature.
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