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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: 8083932" data-attributes="member: 6987520"><p>While good general magic items, this is precisely the sort of (what I call) "mundane-magic" I want to avoid personally. Please understand there is nothing wrong with it, just not for me. I am not worried about items breaking the game, but I do want them to be unique and special. A returning dagger, while very useful certainly, falls into the realm of being so minor it won't matter other than removing a mundane restriction from the game.</p><p></p><p>IOW, this is something akin to the Goodberry spell. It is a great spell, highly useful, and the fact it provides food/nurtionment so PCs don't have to worry about rations anymore is what hurts the game. I know it a lot of groups don't want to bother with such mundane issues, but if PCs still have to deal with the mundane (like carrying around enough food!), it makes dealing with the magical even more special. Hopefully, that makes some sort of sense (however twisted and not mainstream nowadays...).</p><p></p><p></p><p>Oh, I forgot cold iron/ forged weapons! Thanks for bringing that up. <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></p><p>I like a lot of these ideas. It reminds me of the magical armor <em>dwarven plate</em>. I could see a +1 AC armor being a non-magical version of that. Elves that can craft greatsword so they have the finesse property to utilize their dexterity instead of relying on brute strength, etc.</p><p></p><p>Good stuff!</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8083932, member: 6987520"] While good general magic items, this is precisely the sort of (what I call) "mundane-magic" I want to avoid personally. Please understand there is nothing wrong with it, just not for me. I am not worried about items breaking the game, but I do want them to be unique and special. A returning dagger, while very useful certainly, falls into the realm of being so minor it won't matter other than removing a mundane restriction from the game. IOW, this is something akin to the Goodberry spell. It is a great spell, highly useful, and the fact it provides food/nurtionment so PCs don't have to worry about rations anymore is what hurts the game. I know it a lot of groups don't want to bother with such mundane issues, but if PCs still have to deal with the mundane (like carrying around enough food!), it makes dealing with the magical even more special. Hopefully, that makes some sort of sense (however twisted and not mainstream nowadays...). Oh, I forgot cold iron/ forged weapons! Thanks for bringing that up. :) I like a lot of these ideas. It reminds me of the magical armor [I]dwarven plate[/I]. I could see a +1 AC armor being a non-magical version of that. Elves that can craft greatsword so they have the finesse property to utilize their dexterity instead of relying on brute strength, etc. Good stuff! [/QUOTE]
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Help with Mastercrafting "Short" (i.e. Simple) rules for armor and weapons
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