The Intelligence Service (Recruiting)

the difference is this :
mwk does not overcome cirtain dr/ magic needs.
all it takes is for some cocky fighter to stand agains a creature that has dr 20/magic +2 and he finds himself quite humbled. (or some other similer need)
Keep in mind we will not be going against normal people who find that quite impressive, but we will be fighting against arcane archtypes who can do nasty things to keep normals like us from being effective!
 

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J. A. I took some crative liberties. nix them if you don't like and i will make necessary ammends:

[sblock=creative fluff]


this I made up:
his shaved head is the typical of the monkish order of the servents of the light, an order who shaves their head and are of the society of the service to the faithful. further up in rank have their shaved heads tatooed with their rank insignia.[/sblock]
 

the difference is this :
mwk does not overcome cirtain dr/ magic needs.
all it takes is for some cocky fighter to stand agains a creature that has dr 20/magic +2

That's 3.0 rules, not 3.5. 3.5 would just be DR20/magic. But the point that goes along with this is that in 95% of situations, the masterwork weapons will be better than the magic weapon.

[
Keep in mind we will not be going against normal people who find that quite impressive, but we will be fighting against arcane archtypes who can do nasty things to keep normals like us from being effective!

We will be?
 

Masteworks

Okay been looking at it hard ..i so dont like the pricing so i will change that.....

use the masterwork price for the items...then add athe time the number of abilities you want.....that should work tilli think of something else
 

the difference is this :
mwk does not overcome cirtain dr/ magic needs.
all it takes is for some cocky fighter to stand agains a creature that has dr 20/magic +2 and he finds himself quite humbled. (or some other similer need)
Keep in mind we will not be going against normal people who find that quite impressive, but we will be fighting against arcane archtypes who can do nasty things to keep normals like us from being effective!

That's 3.0 rules, not 3.5. 3.5 would just be DR20/magic. But the point that goes along with this is that in 95% of situations, the masterwork weapons will be better than the magic weapon.

We will be?

Not to put ideas in our beloved DMs head, but the other thing to consider - as DeWar found out in my Legacy of Fire game - is that Masterwork is no protection against the dreaded Shatter spell. But it's completely ineffective against magic items.
 


I actually love this system, and am planning to incorporate it into my Legacy of Fire game (as well as future games). It will be effective from this point forward - no going back and adding to existing characters at this point.

However, I'll modify it as follows:

The bonus To Hit and Damage can not be doubled or tripled - max of +1 each. Both of these will incorporate into the magic bonus if the item is made magical (they'll 'disappear' and the bonus becomes a magic bonus).

Other properties will remain unless the magic of the item duplicates them - they won't stack with any magic properties. So if a MW item with the threat range expanded is made Keen, the MW expansion is folded into the magic.

I'll also likely make MW items exceedingly rare - it won't be enough just to have the gold to buy one. It'll be dang hard to find anyone who's capable of making one. Artisans of that caliber aren't necessarily to be found even in every major city . . . Probably be a major quest to get hold of one.

It's not perfect, and I may make further adjustments as clever players come up with cheap uber-weapons.

JAs games tend to be limited on the number of items, but he's really good about growing them with you. A potential solution would be to limit the number of Masterwork items (to, like, one per character) and have the characters have an emotional or other attachment to the item, then grow the item with the character either by adding magical properties or by adding abilities/powers in other ways. For example, the signet ring mentioned by Rhun earlier could reveal additional magical properties, or it could grant the wearer special rights and privileges (access to secret societies, the right to dispense low, middle, and high justice in any realm of the land, etc), or a combination of both, or something else I'm just not clever enough to think of right now.
 

Some good thoughts Mowgli. I think I'm going to put something like that into my campaign world too, I just need to rework the system so they;re not quite so good. Maybe only have two or three levels instead of six.
 


J.A. :
I didn't quite follow your statement on pricing. are you wanting us to , for example take 300 gp whick allows us to use 3 benifits or 2 benifits , one of them doubled at 900 gp or 600 if you use a doubled benifit and 300 if you take 3 (+1) benfits?

"600 if you use a doubled benifit and 300 if you take 3 (+1) benfits?" seems to be what you are trying to say.

ya know, it seems my own post is kind hard to follow.

cleirification:
What dio you mena by the phrase:
use the masterwork price for the items...then add the time the number of abilities you want.....that should work till I think of something else

I didn't quite follow that
 
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