I am not sure yet, but it appears to me as if at least those masterwork items that grant a bonus to other defenses just force you make a choice between another bonus to AC or a bonus to one of your defenses. I don't know about other items.Nor are untyped bonuses to defenses in those items "broken", but they still break promises we were given about the balance of items in 4e.
And they certainly widen the gap _considerably_ between a group that gives out all of the items from Adventurer's Vault and one that doesn't. Nevermind the group that plays much lower magic and doesn't get much beyond a basic enhancement bonus progression.
I am not sure yet, but it appears to me as if at least those masterwork items that grant a bonus to other defenses just force you make a choice between another bonus to AC or a bonus to one of your defenses. I don't know about other items.
What I find more useful are certain potions and elixiers. For example the one that grants the party resistance 5/10/15 against necrotic and poison damage. Very useful!
Getting an "untyped" bonus to Fort from your armor seems to break the balance
keterys said:Trading AC for a little more defense is fine. Especially if they realized there's a slight disparity in attack vs defense. I just don't like it showing up on secondary slots that aren't supposed to be required like feet, head, waist.
Distance weapons deal no additional damage on a crit.OK, here is the first major design flaw I noticed.
PHB: +1 dagger - LVL1 - 360 gold
AV: +1 distance dagger - LVL 1 - 360 gold and can be thrown twice as far.
But then, I notice that Masterwork Armor increases AC more then Cloaks increase your other Defenses. So to fully account for the games math, you need something to improve the other defenses, too. (Unless Masterwork armor is broken, too)
Distance weapons deal no additional damage on a crit.
Critting with a +1 dagger: 1d6 + 5 + other damage bonuses.
Critting with a +1 distance dagger: 5 + other damage bonuses.
Masterwork heavy armour gives an increase in AC to account for the lack of a stat increase over the levels. Masterwork light armour isn't as good because it assumes a character will have an increasing INT or DEX. Not sure if it balances out though. Basically if you choose not to boost DEX or INT then you need to wear heavy MW armour to remain competitive

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.