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General Tabletop Discussion
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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: 8083881" data-attributes="member: 6987520"><p>Well, I know what I want to do for my 5E supplement (if I ever complete it LOL), but for me, especially in 5E, the balance becomes between having some options and things for mastercraft weapons without going crazy and having them basically as non-magical magic items.</p><p></p><p>FWIW I think the idea of "common" magic items in a fantasy game hurts the game overall. If magic (of whatever sort) isn't at least rare, it takes away some of the mystic of it IMO.</p><p></p><p>Anyway, since I do want a very basic system (for this thread anyway), yes, I was thinking of checks about the range you outlined.</p><p></p><p>For now, I want to steer away from crafting, and more focus on what benefits mastercrafting could grant (some were outlined in the OP):</p><p></p><p>+1 to hit</p><p>+1 to damage</p><p>+1 to AC</p><p>double item HP</p><p>grant item advantage on saves</p><p>half item weight (gains finesse property maybe?)</p><p>x1.5 item weight (gains heavy property maybe? perhaps requires min STR if a two-handed weapon?)</p><p>balanced (increases range for ranged or thrown weapons?)</p><p>... and whatever else I can think of... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Now, what impact would having a mastercraft property have on item cost (and thus time to construct)? This is difficult because how much gold is in any game varies greatly IME. Some DMs/games are stingy and others are overly generous.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8083881, member: 6987520"] Well, I know what I want to do for my 5E supplement (if I ever complete it LOL), but for me, especially in 5E, the balance becomes between having some options and things for mastercraft weapons without going crazy and having them basically as non-magical magic items. FWIW I think the idea of "common" magic items in a fantasy game hurts the game overall. If magic (of whatever sort) isn't at least rare, it takes away some of the mystic of it IMO. Anyway, since I do want a very basic system (for this thread anyway), yes, I was thinking of checks about the range you outlined. For now, I want to steer away from crafting, and more focus on what benefits mastercrafting could grant (some were outlined in the OP): +1 to hit +1 to damage +1 to AC double item HP grant item advantage on saves half item weight (gains finesse property maybe?) x1.5 item weight (gains heavy property maybe? perhaps requires min STR if a two-handed weapon?) balanced (increases range for ranged or thrown weapons?) ... and whatever else I can think of... ;) Now, what impact would having a mastercraft property have on item cost (and thus time to construct)? This is difficult because how much gold is in any game varies greatly IME. Some DMs/games are stingy and others are overly generous. [/QUOTE]
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