The Point of Masterwork Armor?

Yeah, the reason the PHB doesn't include options for non-masterwork armor above +3 enhancement bonus is because it would mildly screw up game balance, tilting AC in favor of light armor wearers.

This is the kind of thing that's most appropriate as a house rule I think.

WotC probably should have included a suggestion box in the armor section that something like:

"At your option you may choose to include non-masterwork armors of +4 or better, though keep in mind it may have unintended consequences for game balance as you are changing the ratio between attack and defense across the board at later levels, and greatly reducing the benefit of heavy armor."
 

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Gloombunny said:
What does this mean for star-pact warlocks? A starlock will probably start out with a decent Int, but to keep her attacks strong needs to bump both Constitution and Charisma. Should you rotate your bumps to give each stat 2/3 of the love, or dump one of the two stats and select a mix of star and fey/infernal powers to suit, or just make sure to start with Str 12 and grab chain proficiency after your paragon bump?

I'm agree that there looks to be cause for concern. I already have a lot of questions about a build with two to-hit stats. It seems to me that there are other problems such a requirement creates, such as a lack of the secondary 'effect stat' that many powers seem to use, sacrificing potency for versatility.

Hopefully I'm wrong.
 

Lurker37 said:
I'm agree that there looks to be cause for concern. I already have a lot of questions about a build with two to-hit stats. It seems to me that there are other problems such a requirement creates, such as a lack of the secondary 'effect stat' that many powers seem to use, sacrificing potency for versatility.

Hopefully I'm wrong.

I don't see a problem, though I suppose I can see how other people could. The Star Warlock is actually my favorite of the three Pacts.

Having two attack stats isn't necessarily bad, it's just different.
 

Personally, I'm going with the 'Enchant is required to be wearable' either due to the weight of the armour, or the flexibility of the textiles.
 

I like the idea that the processes used to create masterwork armor would destroy the leather or metal if it weren't being reinforced by magic at the same time. And, conversely, the magic required to get a +4 or higher is so intense that ordinary materials can't hold it, and it quickly leaks out or corrodes the armor. Neither the crafting part nor the enchanting part can hold up on their own, so the armorsmith needs to do both at once, balancing powerful forces against each other with perfect precision. That's why it takes a master. :D
 

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