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General Tabletop Discussion
*Pathfinder & Starfinder
Advanced Masterwork Weapons system
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1803675" data-attributes="member: 6584"><p>I really like this idea. I think it's strange that magical gizmos are the only way to get better than a +1 to hit! The differences between elven and dwarven manufacture are neatly done...</p><p></p><p>How does the elven +Dex finesse ability work?</p><p></p><p></p><p>A couple of things...</p><p></p><p>Crafting:</p><p></p><p>How about teamwork. A master with 5 helpers - each adding +2 for assisting him on his skill check... going to make things go a little faster? Given that and some masterwork tools, even the 5th level expert human could be able to make some impressive stuff - (+8 skill ranks, +3 skill focus, +3 Int, +2 tools, +10 helpers - total of +26)? </p><p></p><p>Time is another whole issue though, but surely rich people would make it worth his while to make this kind of stuff?</p><p></p><p>Or 9th level high craft skill wizard with a <em>Fabricate</em> spell...</p><p></p><p></p><p>Costs:</p><p></p><p>These do seem to work out cheaper than magical weapons... IMO their non magical nature is in some ways a bonus - it makes them still functional in an antimagic field, not subject to dispel/disjunction/etc. Also, if it exists, the application of the first level spell <em>Magic Weapon</em> will make them magical when you really need it? Not that this is a bad thing!</p><p></p><p>If creation/comissioning is dropped into player hands, it might lead to some interesting choices... 2 handed weapon, spend only on + to hit, take power attack... it would be cheap and very nasty. If these are only found items, then it's not really a problem! </p><p></p><p>Course some players give you all sorts of problems with any system you let them near. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1803675, member: 6584"] I really like this idea. I think it's strange that magical gizmos are the only way to get better than a +1 to hit! The differences between elven and dwarven manufacture are neatly done... How does the elven +Dex finesse ability work? A couple of things... Crafting: How about teamwork. A master with 5 helpers - each adding +2 for assisting him on his skill check... going to make things go a little faster? Given that and some masterwork tools, even the 5th level expert human could be able to make some impressive stuff - (+8 skill ranks, +3 skill focus, +3 Int, +2 tools, +10 helpers - total of +26)? Time is another whole issue though, but surely rich people would make it worth his while to make this kind of stuff? Or 9th level high craft skill wizard with a [I]Fabricate[/I] spell... Costs: These do seem to work out cheaper than magical weapons... IMO their non magical nature is in some ways a bonus - it makes them still functional in an antimagic field, not subject to dispel/disjunction/etc. Also, if it exists, the application of the first level spell [I]Magic Weapon[/I] will make them magical when you really need it? Not that this is a bad thing! If creation/comissioning is dropped into player hands, it might lead to some interesting choices... 2 handed weapon, spend only on + to hit, take power attack... it would be cheap and very nasty. If these are only found items, then it's not really a problem! Course some players give you all sorts of problems with any system you let them near. :) [/QUOTE]
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