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Help with Mastercrafting "Short" (i.e. Simple) rules for armor and weapons
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<blockquote data-quote="DND_Reborn" data-source="post: 8083719" data-attributes="member: 6987520"><p>First, I will give you a bit of background on why I was thinking about such things today. Yesterday our monk campaign had a huge battle to face: we thought two separate encounters but they ended up being combined into <em>one</em>! My PC had a elemental gem (earth) as one of few magic items. Honestly, that support in combat probably stopped it from a possible TPK. It was still a hard fight, but we felt much more secure we could win.</p><p></p><p>It got me thinking about my next game. Having magic items being much less common and more disposable, but also more influential in impacting outcomes of situations.</p><p></p><p>In other words, the PCs won't see many +1 items that are magical-- they are instead mastercrafted. I probably won't have any +2 weapons, that was just shown because those are "rare" and equal in such a manner to +1 armors....</p><p></p><p></p><p>Well, first because such items should have some level of mechanical superiority to normal weapons, and bonuses are the simplest to implement IMO.</p><p></p><p></p><p>Very true. There are so many spells that make attacks magical, you don't <em>need</em> magic items for overcoming resistances.</p><p></p><p></p><p>Well, that is what I am asking for: ideas. I mean, such items could have more HP if damaged, advantage on saves, etc. are the easiest ideas. But I am also more asking what people might already be doing.</p><p></p><p></p><p>Some of this...</p><p></p><p></p><p>But more of this. <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="DND_Reborn, post: 8083719, member: 6987520"] First, I will give you a bit of background on why I was thinking about such things today. Yesterday our monk campaign had a huge battle to face: we thought two separate encounters but they ended up being combined into [I]one[/I]! My PC had a elemental gem (earth) as one of few magic items. Honestly, that support in combat probably stopped it from a possible TPK. It was still a hard fight, but we felt much more secure we could win. It got me thinking about my next game. Having magic items being much less common and more disposable, but also more influential in impacting outcomes of situations. In other words, the PCs won't see many +1 items that are magical-- they are instead mastercrafted. I probably won't have any +2 weapons, that was just shown because those are "rare" and equal in such a manner to +1 armors.... Well, first because such items should have some level of mechanical superiority to normal weapons, and bonuses are the simplest to implement IMO. Very true. There are so many spells that make attacks magical, you don't [I]need[/I] magic items for overcoming resistances. Well, that is what I am asking for: ideas. I mean, such items could have more HP if damaged, advantage on saves, etc. are the easiest ideas. But I am also more asking what people might already be doing. Some of this... But more of this. :) [/QUOTE]
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