Mastercraft/Masterwork levels for low magic game


log in or register to remove this ad

Kheti sa-Menik said:
What I want to get rid of is this dependance on the item.
It seems in the current game, if a PC gets robbed/taken/swindled/captured and his +3 holy flaming bursting bastard sword of greatness is removed from him, and he is relegated to a normal or masterwork greatsword, he will whine because he either spent so much money or something else. He will complain that with the normal bastard sword, his character isn't anywhere near as powerful and such.

I want that percieved reliance to go away. I want a PC who loses their masterwork (level 2) bastard sword to say, when robbed of this and offered a normal bastard sword, to say "that's okay, my feats and skills and attributes are what make me powerful and strong, not my sword of uberness."
You, my friend, might like to check out Iron Heroes.
But I don't mind giving small bumps of power when it comes to items, but I would rather they be because of the craft of the item, not enchanted.
So I thought a mastercraft system would be neat. It would be capped so not to get ridiculous....i'm not sure it would deliver bonuses up to +5 even.
And, speaking of which...

http://www.iron-league.com/displaycontent.cfm?iCatId=4&iConID=88

That's a variant masterwork/mastercraft system based on, but a little less D&D-like, than the Black Company system.

As for the low magic/masterwork thing: I actually do understand this. Like it or not, having magic items provide an infinitely flexible level of flat bonuses *does* make them a bit less special. Relegating the +X bonuses to "exceptional craftsmanship" and including maybe two or three magical weapons in the entire campaign, each of which has a bunch of cool powers, IMHO has the effect of increasing the narrative impact of such weapons in the game.
 



Kheti sa-Menik said:
What I want to get rid of is this dependance on the item.
It seems in the current game, if a PC gets robbed/taken/swindled/captured and his +3 holy flaming bursting bastard sword of greatness is removed from him, and he is relegated to a normal or masterwork greatsword, he will whine because he either spent so much money or something else. He will complain that with the normal bastard sword, his character isn't anywhere near as powerful and such.

I want that percieved reliance to go away. I want a PC who loses their masterwork (level 2) bastard sword to say, when robbed of this and offered a normal bastard sword, to say "that's okay, my feats and skills and attributes are what make me powerful and strong, not my sword of uberness."

But I don't mind giving small bumps of power when it comes to items, but I would rather they be because of the craft of the item, not enchanted.
So I thought a mastercraft system would be neat. It would be capped so not to get ridiculous....i'm not sure it would deliver bonuses up to +5 even.
While I understand the appeal of a low-magic game because it makes magic seem more fantastic, I've never understood wanting to take away magic because players get too reliant on it. :confused:

Naturally the PCs are going to get attached to their stuff. Aren't we all attached to our stuff in real life? If someone comes along and takes away my car and makes me walk everywhere I know I'm going to complain. What's wrong with the players complaining if they lose their stuff? They probably worked pretty hard for that +3 bastard sword of uberness.

And unless you give them extra feats, they're never going to be as powerful of themselves as they will be with a nice magic weapon or piece of armor in their possession.

I'd also like to comment that if I were a player in your game and you instituted any rules changing the availability of items after the game commenced, I'd be pretty annoyed. I hope you made clear up front that your game was going to be low-magic and you intended to alter the written rules.
 

sniffles said:
While I understand the appeal of a low-magic game because it makes magic seem more fantastic, I've never understood wanting to take away magic because players get too reliant on it. :confused:

Naturally the PCs are going to get attached to their stuff. Aren't we all attached to our stuff in real life? If someone comes along and takes away my car and makes me walk everywhere I know I'm going to complain. What's wrong with the players complaining if they lose their stuff? They probably worked pretty hard for that +3 bastard sword of uberness.

And unless you give them extra feats, they're never going to be as powerful of themselves as they will be with a nice magic weapon or piece of armor in their possession.

I'd also like to comment that if I were a player in your game and you instituted any rules changing the availability of items after the game commenced, I'd be pretty annoyed. I hope you made clear up front that your game was going to be low-magic and you intended to alter the written rules.



I made it clear and upfront before the game commenced that it was low magic. Nope, I'm not springing anything new on the players. But it might be nice to say after a lucrative mission, here are some better quality but not magical stuff you could buy.

I don't have to really worry about improved masterwork items being made magical.
The only craft feats that exist are scribe scroll and brew potion (which I call alchemy). the flavor of potions is slightly different: potions are alchemical creations, not magical brews. They don't radiate magic and you need some skill in craft alchemy to identify one if it is not labeled. Also, while it does mean you can take potions off dead enemies or buy them in larger cities' apothecaries'/alchemists' shops, you probably won't find any usuable potions in ancient treasure hordes since, being made of organic material and no magic, they eventually lose their potency.

Scrolls, along with potions, may be available for sale in larger cities. Very rarely are other magic items available...magic arms and armor, wands/staves/rods, rings, miscellaneous items are rare and the ancient art of magic item creation have been lost long ago.

Once in a while, a miscellaneous item will come up for auction in larger cities...an amulet of natural armor or maybe a bead of force, some cloak...and the rich will snap it up as a status symbol...if it's in good condition and not too gaudy. And they have someone on staff who can divine what it does.
 

My next campaign will probably be lower magic. I'm going to remove inherent bonuses to stats, and ability-enhancing items like Gauntlets of Ogre Power, and instead grant players a feat every odd level and a level bump to stats every even level. I think just taking stuff away from them isn't enough for a longterm satisfying game. You have to give them something back.
 

Well, I did give them something, they're gestalt PCs. We all wanted to play with the gestalt rules from Unearthed Arcana so we gave it a go.

At some point I want to try the generic classes rules from UA...that's another kettle of fish I know.

Anyway, the gestalt-ness kicks their power level up a bit. Party consists of: Swashbuckler//Rogue 4, Fighter//Scout 4, Fighter//Rogue 4, and Bard//Cleric 4.

The Swashbuckler//Rogue is a noble adventuring in distant lands with his bodyguard and bearer (the Fighter//Rogue); the Fighter//Scout is running from a noble family that seeks to marry her off to a rival noble family, and the Bard//Cleric is on extended duty for the Church bringing religion to the savage desert people.
 

Khet,

Like I said, try Advanced Game Master's Guide by Green Ronin. That should have some ideas you can mine for.
 

And, speaking of which...

http://www.iron-league.com/displayc...tId=4&iConID=88

That's a variant masterwork/mastercraft system based on, but a little less D&D-like, than the Black Company system.

Hmm... looks a lot like my system, which isn't based off the Black Company's system (parallel development - I never saw their system). Mine's been modified a bit since I first posted it to fit with the modifications I made to the crafting system.
 
Last edited:

Remove ads

Top