Masterwork items

Post/Author/DateTimePost
#1

EricKollman

Jun 07, 2015 21:11:50

I was wondering if anyone has heard (and uses) "masterwork items" in 5e?  I am looking at an old module that talks about vendors in a big city that can craft certain "masterwork" items, and I was wondering what the properties of such an item would be?  For example, if a vendor could craft a "masterwork" suit of plate mail, how would that differ from normal plate mail?

#2

FactOfFiction

Jun 07, 2015 23:59:21

In my campaign masterwork weapons have 1 conditional bonus damage (flails for example deal 1 more damage against oponents with shields, whips against unarmored opponents, etc), while masterwork light armors give 1 damage reduction against specific elemental damage type, medium armors against specific physical damage type and heavy armors against one-handed weapons).

#3

Coredump00

Jun 08, 2015 0:03:05

I would keep them pretty minor.  A masterwork weapon may let you reroll any 1's.  Masterwork armor may negate the next 5(?) crits before it deteriorate into regular armor.

 

 

#4

pukunui

Jun 08, 2015 0:14:34

In 3e, masterwork weapons cost an extra 300 gp and gave you a +1 bonus to attack rolls with them. Masterwork armor cost an extra 150 gp and reduced the armor's check penalty by 1. Masterwork tools mostly cost an extra 50 gp (except masterwork thieves' tools, which cost an extra 70 gp) and gave you a +2 bonus to related skill checks.

(Reply to #3)

Timmee

Coredump00 wrote:
#6

Synjin

Jun 08, 2015 14:59:27

erdana, Arial">I would homebrew MW arms and armor in 5E something like, a MW sword has a 19-20 crit range, but that's it. Give it a finer edge for better crit chance, but no +1 to hit or damage. Leave that to magic alone. Maybe a harder steel property to make it more durable. I don't think 5E has any Sundering mechanics to attack and break a weapon. For ranged weapons, perhaps increase the distance of a MW bow.

 

erdana, Arial">For 5E MW armor, maybe do something like it's got something akin to quick-disconnect buckles and clasps that make it easier to don and doff, cutting that time in half (if you use that mechanic). Perhaps lighter material so there's no longer a STR requirement for the heavier armors. Due to the Bounded Accuracy of 5E, I would stay away from anything that confers a + to AC for sure. Like the weapons, leave that to magic only.

#7

Greenstone.Walker

Jun 08, 2015 16:22:49

In my game, masterwork items have bonuses on things other than attack and damage.

 

For example:

Well-made grip. Advantage on roll to resist disarm.

Mean-looking. Advantage on roll to Intimidate.

Hooked. Advantage on roll to attempt disarm.

 

I like the ideas posted above about masterwork armour being quicker to don and doff. Thanks Synjin, I'm stealing that one. :-)

(Reply to #7)

Coredump00

Greenstone.Walker wrote:
#9

Lobo316

Jun 09, 2015 7:24:16

This is an interesting topic.  I like the idea of masterwork weapons, but I greatly, GREATLY, appreciated the balance and de-emphasis on the power creep and bonus stacking elscalater that 5e has brought to the table.

 

I agree with every post here that states "do not do anything that add's to the weapon/AC".  No bonuses, period.  Leave that to magic.  Of course, anyone is free to do whatever they want in thier game, but that can eaily lead into power gaming.  Normal weapons are never good enough, everyone "needs" masterwork (at leat until something magic replaces it).

 

I'd like to see more options tossed out on here for creative elements that are not really "house rules", per say.  Just options any DM can drop into thier game without affecting the core balace of the 5e rules.  Keep it simple, so to speak. 

 

Pukunui posted that ~~~~masterwork weapons cost an extra 300 gp and gave you a +1 bonus to attack rolls with them. Masterwork armor cost an extra 150 gp and reduced the armor's check penalty by 1. Masterwork tools mostly cost an extra 50 gp.

 

FIrst, I'd drop the masterwork tools (but that's just me).  No real need for it.

Next, I think the cost for a masterwork item doesnt need to be quiet 300 (as were not doing a fixed damage bonus anymore).  I think the cost should be a range between +100 to +300, whatever the NPC merchant feels they can charge and what the enahancment does.  And all of these ideas should be applicable to magic items as well.  Among the ideas posted above, a weaponsmith could offer any of these items or enhancements...

 

Well-made grip. Advantage on roll to resist disarm.

Mean-looking. Advantage on roll to Intimidate.

Hooked. Advantage on roll to attempt disarm.

Ranged Weapons, increased ranged

Quick Donning Armor (1/2 time to don/doff)

Lighter material (armor weighs less).  No STR requirement for heavier armors (or a lower requirement)

Masterwork armor absorbs the next crit (then has to be repaired or acts as normal armor)

 

Other thoughts?

#10

Synjin

Jun 09, 2015 9:00:13

Greenstone.Walker wrote:
#11

Coredump00

Jun 09, 2015 9:03:44

Another thing to keep in mind...   in 5E there are not many uses for PC gold. So everything is cheap....   Once you get past the first few levels, spending even a few hundred gold is no big deal.  So unless you make the costs really high.... gold isn't really a barrier to stop PCs from getting several masterwork items.

 

Just and FYI

#12

Lobo316

Jun 09, 2015 9:12:32

Coredump00 wrote:
#13

Synjin

Jun 09, 2015 9:16:48

Coredump00 wrote:
#14

Lobo316

Jun 09, 2015 11:09:59

Synjin wrote:
#15

Lobo316

Jun 09, 2015 11:09:29

Lobo316 wrote:
#16

Lobo316

Jun 09, 2015 11:10:45

Lobo316 wrote:
#17

Whir

Jun 09, 2015 16:52:05

As a dissenting opinion, I don't feel that masterwork weapons or armor ala 3.5 are very system breaking for 5e. +1 to hit is an additional 5% chance and you're not getting +1 damage with it. But because +1 IS more valuable at all levels of play, I might make masterwork cost more. I don't recall reading it anywhere, and a brief skim didn't turn up anything, but I'd guess a +1 weapon is a rare item (5th level), and probably worth about 2,000 gold (similar to 3.5, so please correct me if you know better). So we probably want a masterwork weapon, which confers only the bonus to attack rolls, to be between 800 and 1,000 gold in my opinion.

 

To me, the biggest thing about magic weapons is that they can negate most (if not all?) damage reduction; masterwork weapons cannot. Magic weapons are generally impervious to things like rust monsters, slimes, and other hazards that will destroy normal items; masterwork weapons are not. Depending on your DM, magic armor will resize itself to fit the wearer; masterwork armor will not.

 

Although for masterwork armor in 5, it'd be kind of silly to just say "this doesn't give disadvantage", so I might let it increase the dex bonus by 1, or just make it weigh 3/4s of the book amount. Not sure.

 

That being said, I like a lot of the cool ideas that have been tossed around. Might offer the options to my players in a similar fashion.

#18

Lobo316

Jun 09, 2015 21:23:23

Whir wrote:
#19

Synjin

Jun 10, 2015 9:59:28

Whir,

 

Good points and well said. However for me personally, I want any bonuses to be from magic only, and keep that wonderous nature feeling special and unique. But if it works at your table and keeps the game fun for you and your players, then have at it! :D

#20

intently

Jun 10, 2015 10:51:06

Some random ideas

 

Weapons mods

  • Balanced: +1 initiative
  • Sharp: +1 to-hit vs. heavy armor
  • Tactical: +1 damage when used in a Battle Master maneuver
  • Sanctified: +1 damage when used with Divine Smite
  • Trapped: user unfamiliar with the weapon must make DC 15 dex save when wielding or be poisoned by spring-loaded needle in the hit
  • Serrated: +1 damage vs. unarmored or light armor
  • Concealable: can be concealed on the body even when base weapon type can't be (e.g., greatsword)

 

Armor mods

  • Spiked shield: inflicts 1 damage on a successful shove
  • Fitted: take on or off in half the normal time
  • Lightened: Reduce str requirement for heavy armor to 12
  • Muffled: remove stealth disadvantage for medium armor (maybe initiative -2 or something also?)
  • Reinforced: user gets DC 20 str save to convert critical hit to normal hit (or DC 25 athletics check?)
  • Fancy: +1 to Performance and Persuasion checks
  • Dreadful: +1 to Intimidation checks
  • Concealed: light armor that looks like clothing
  • Camouflaged: +1 to stealth checks in the appropriate environment
#21

Lobo316

Jun 11, 2015 6:59:58

intently wrote: