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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: 8083743" data-attributes="member: 6987520"><p>The highest quality armor and weapons money can buy. These items are of such exceptional craftsmanship that they are suitable for enchantment, but either never were, or attempts to enchant them have failed.</p><p></p><p>Some items might offer the mechanical benefits I listed in the OP, but are not actually magical--so won't overcome resistance to non-magical attacks.</p><p></p><p>Other options could be reduced weight, better saves or more HP for the items if attacked, or additional qualties such as a heavy masterwork greatsword might allow the wielder to add 1.5x STR mod to damage or something? Also the idea that longbows with heavier pull are masterwork items. If you want to get your STR mod to damage (we don't use DEX mod to damage), the bow will cost more and only creatures of sufficient strength could string it and use it (a la Odysseus).</p><p></p><p>The reason for these items depends a lot on what benefits they offer. As I wrote in the OP, this is just brainstorming and a request to see if other already have such ideas in place and to see how they work.</p><p></p><p></p><p>They are pathetic and woefully incomplete? <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><p></p><p>Seriously, to create a +1 weapon according to XGtE would be (as an uncommon item) only 200 gp, 2 workweeks, and an "encounter" with a CR 4-8 creature for story/formula/materials/etc. I really despise how there are no checks required and you need only have smith tool proficiency <em>OR</em> Arcana, but not both. Given the premise that 5E was designed around magic items not being required, why make it painfully simply to craft them by PCs???</p><p></p><p>I started working on a pdf supplement for 5E for crafting magical items, etc. and some of this might make its way in there, but for now I am more just looking for what others have done, what simple rules might be applicable to the concepts, and so forth. Hopefully that further clarifies things.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8083743, member: 6987520"] The highest quality armor and weapons money can buy. These items are of such exceptional craftsmanship that they are suitable for enchantment, but either never were, or attempts to enchant them have failed. Some items might offer the mechanical benefits I listed in the OP, but are not actually magical--so won't overcome resistance to non-magical attacks. Other options could be reduced weight, better saves or more HP for the items if attacked, or additional qualties such as a heavy masterwork greatsword might allow the wielder to add 1.5x STR mod to damage or something? Also the idea that longbows with heavier pull are masterwork items. If you want to get your STR mod to damage (we don't use DEX mod to damage), the bow will cost more and only creatures of sufficient strength could string it and use it (a la Odysseus). The reason for these items depends a lot on what benefits they offer. As I wrote in the OP, this is just brainstorming and a request to see if other already have such ideas in place and to see how they work. They are pathetic and woefully incomplete? :) Seriously, to create a +1 weapon according to XGtE would be (as an uncommon item) only 200 gp, 2 workweeks, and an "encounter" with a CR 4-8 creature for story/formula/materials/etc. I really despise how there are no checks required and you need only have smith tool proficiency [I]OR[/I] Arcana, but not both. Given the premise that 5E was designed around magic items not being required, why make it painfully simply to craft them by PCs??? I started working on a pdf supplement for 5E for crafting magical items, etc. and some of this might make its way in there, but for now I am more just looking for what others have done, what simple rules might be applicable to the concepts, and so forth. Hopefully that further clarifies things. [/QUOTE]
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