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Masterwork armor sorted out
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<blockquote data-quote="CapnZapp" data-source="post: 4618201" data-attributes="member: 12731"><p>The rules on masterwork armors are presented in an annoyingly obtuse and non-systematical way. Read this for the clearly presented alternative <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p><p></p><p>These rules replace everything masterwork-related in the rules, but they aim to change no actual game effects.</p><p></p><p></p><p></p><p><span style="color: yellow"><strong>§ The Armor bonus to AC of any suit of armor is decided by the type of armor. Cloth always have +0. Plate always have +8.</strong></span></p><p><span style="color: yellow"><strong>§ Armor can have a Quality bonus to AC as well (stacking with its Armor bonus to AC and its Enchantment bonus to AC, if any). This bonus ranges from +1 to +2 for Light armor, and from +1 to +6 for Heavy Armor.</strong></span></p><p><span style="color: yellow"><strong>§ Armor can be made out of rare materials. Rare materials have a specific Quality bonus to AC, and may confer additional bonuses as well. For instance, <em>Nagascale</em> (from Adventurer's Vault) provides a +4 Quality bonus to AC and a +1 bonus to Fortitude.</strong></span></p><p><span style="color: yellow"></span></p><p><span style="color: yellow">The following guidelines apply when handing out Armor as treasure:</span></p><p><span style="color: yellow">* For light armor, the minimum Enchantment bonus for any armor with a Quality bonus is +4. Armor with a +2 Quality bonus should be restricted to the very best armor (i.e. +6 armor).</span></p><p><span style="color: yellow">* For heavy armor, it's simpler. The Quality bonus should generally be lower than the Enchantment bonus, except for the very best armor (so a +2 Scalemail could be given a Quality bonus of +1)</span></p><p></p><p></p><p></p><p></p><p>This way, things are - to me - much simpler. <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>First off, no need to remember which of Forgemail or Spiritmail was the strongest, and what their bonuses were. Now an <em>Angelsteel Warplate +5</em> would simply be handed out as <em>Angelsteel Platemail +5 (+3 Quality bonus)</em>.</p><p></p><p>Thus, you don't need to remember the masterwork names - unless you want to. A +4 Platemail simply has its +3 Quality bonus, say, for a total bonus to AC of 8+3+4=15, which is exactly the effects of wearing Warplate +4.</p><p></p><p>This also solves the issue when you upgrade or change the magic on a suit of armor. If you change your +2 Chainmail into a +4 Chainmail, the core rules are silent on whether or not your armor "automagically" transforms from chainmail into forgemail. With this rule, this kind of hand-waving doesn't need to happen. In the rare case you actually find a suit of Nagamail, you will have to decide how long you want to keep it, considering its Quality bonus will remain +4.</p><p></p><p>Now that the bonus has been divorced from the material, you could experiment with handing out rare materials for non-standard armor types. If you defeat a few Nagas, perhaps you can fashion "Nagaleather" as well as Nagascale. Nagaleather could then provide a +1 Quality bonus to AC plus its bonus to Fortitude.</p><p></p><p>Finally, the rules are clear enough for me to introduce non-magical versions of plain magic armor... more on that in a separate post. <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="CapnZapp, post: 4618201, member: 12731"] The rules on masterwork armors are presented in an annoyingly obtuse and non-systematical way. Read this for the clearly presented alternative :cool: These rules replace everything masterwork-related in the rules, but they aim to change no actual game effects. [color=yellow][B]§ The Armor bonus to AC of any suit of armor is decided by the type of armor. Cloth always have +0. Plate always have +8. § Armor can have a Quality bonus to AC as well (stacking with its Armor bonus to AC and its Enchantment bonus to AC, if any). This bonus ranges from +1 to +2 for Light armor, and from +1 to +6 for Heavy Armor. § Armor can be made out of rare materials. Rare materials have a specific Quality bonus to AC, and may confer additional bonuses as well. For instance, [I]Nagascale[/I] (from Adventurer's Vault) provides a +4 Quality bonus to AC and a +1 bonus to Fortitude.[/B] The following guidelines apply when handing out Armor as treasure: * For light armor, the minimum Enchantment bonus for any armor with a Quality bonus is +4. Armor with a +2 Quality bonus should be restricted to the very best armor (i.e. +6 armor). * For heavy armor, it's simpler. The Quality bonus should generally be lower than the Enchantment bonus, except for the very best armor (so a +2 Scalemail could be given a Quality bonus of +1)[/color] This way, things are - to me - much simpler. :) First off, no need to remember which of Forgemail or Spiritmail was the strongest, and what their bonuses were. Now an [I]Angelsteel Warplate +5[/I] would simply be handed out as [I]Angelsteel Platemail +5 (+3 Quality bonus)[/I]. Thus, you don't need to remember the masterwork names - unless you want to. A +4 Platemail simply has its +3 Quality bonus, say, for a total bonus to AC of 8+3+4=15, which is exactly the effects of wearing Warplate +4. This also solves the issue when you upgrade or change the magic on a suit of armor. If you change your +2 Chainmail into a +4 Chainmail, the core rules are silent on whether or not your armor "automagically" transforms from chainmail into forgemail. With this rule, this kind of hand-waving doesn't need to happen. In the rare case you actually find a suit of Nagamail, you will have to decide how long you want to keep it, considering its Quality bonus will remain +4. Now that the bonus has been divorced from the material, you could experiment with handing out rare materials for non-standard armor types. If you defeat a few Nagas, perhaps you can fashion "Nagaleather" as well as Nagascale. Nagaleather could then provide a +1 Quality bonus to AC plus its bonus to Fortitude. Finally, the rules are clear enough for me to introduce non-magical versions of plain magic armor... more on that in a separate post. :-) [/QUOTE]
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