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<blockquote data-quote="Alex319" data-source="post: 4991691" data-attributes="member: 45678"><p>If you did that, you would completely screw over characters who have Wisdom or Charisma as their primary stat and have any intention of getting in melee, such as Wisdom based clerics or Charisma based paladins.</p><p></p><p>I think that the reason the masterwork items were confusing is because it was explained poorly, so it wasn't clear what their purpose was. What I would have done is the following:</p><p></p><p>1. Eliminated masterwork armor.</p><p></p><p>2. Reduce paragon tier monster attacks vs. AC by 1, and reduce epic tier monster attacks vs. AC by 2. This eliminates the need for masterwork light armor, and reduces the amount of "masterwork bonus" on heavy armor by 4.</p><p></p><p>3. Included the following text, or something similar under the description of magical heavy armor in the DMG:</p><p></p><p><em>As more experienced adventurers get better at dodging enemy attacks, armorers realized they needed a way to give heavy armor wielders a similar advantage. To that end, a technique was developed that could channel some of the magical energy of an existing enchantment into the user's body, giving users the ability to avoid enemy attacks rather than just absorb them. Any heavy armor with an enhancement bonus of +3 or greater gives its user an additional AC bonus equal to its enhancement bonus minus 2. For example, a suit of +5 plate armor would provide a total of +16 to AC: +8 from the armor bonus of full plate, +5 from the enhancement bonus, and +3 from the additional bonus.</em></p><p></p><p>This would provide a fluff justification for the "masterwork" armor system, smooth out the curve a bit, and make it a little more clear what is going on. Also, I wouldn't have had all the different masterwork armors in AV - all that seemed to do was muddy the waters even more. If I wanted to include a way to accept a lower AC to get other bonuses, I would have just had that as a separate option (like some "construction option" that you can put on top of armor) rather than mix it in with a completely unrelated system.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4991691, member: 45678"] If you did that, you would completely screw over characters who have Wisdom or Charisma as their primary stat and have any intention of getting in melee, such as Wisdom based clerics or Charisma based paladins. I think that the reason the masterwork items were confusing is because it was explained poorly, so it wasn't clear what their purpose was. What I would have done is the following: 1. Eliminated masterwork armor. 2. Reduce paragon tier monster attacks vs. AC by 1, and reduce epic tier monster attacks vs. AC by 2. This eliminates the need for masterwork light armor, and reduces the amount of "masterwork bonus" on heavy armor by 4. 3. Included the following text, or something similar under the description of magical heavy armor in the DMG: [I]As more experienced adventurers get better at dodging enemy attacks, armorers realized they needed a way to give heavy armor wielders a similar advantage. To that end, a technique was developed that could channel some of the magical energy of an existing enchantment into the user's body, giving users the ability to avoid enemy attacks rather than just absorb them. Any heavy armor with an enhancement bonus of +3 or greater gives its user an additional AC bonus equal to its enhancement bonus minus 2. For example, a suit of +5 plate armor would provide a total of +16 to AC: +8 from the armor bonus of full plate, +5 from the enhancement bonus, and +3 from the additional bonus.[/I] This would provide a fluff justification for the "masterwork" armor system, smooth out the curve a bit, and make it a little more clear what is going on. Also, I wouldn't have had all the different masterwork armors in AV - all that seemed to do was muddy the waters even more. If I wanted to include a way to accept a lower AC to get other bonuses, I would have just had that as a separate option (like some "construction option" that you can put on top of armor) rather than mix it in with a completely unrelated system. [/QUOTE]
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