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| #1FuelDropDec 29, 2014 20:09:53 | I've been thinking about it, and some rules for master-crafted equipment or custom fitted armor might be a really good thing for D&D 5th edition, as it's something cool to spend money on without making magic items available for sale.
But what to do with masterworked items? Well, I have some ideas. I was also figuring that having a masterworked item cost twice as much as a normal item of its type would make sense, with each extra quality doubling the cost of the item.
- Reduced weight: You can pay extra to get your items made of high-quality materials which do the same thing as normal items, but weigh 25% less.
- Easily recognized: A distinctive set of armor or blade will help you make a name for yourself, which might give advantage on intimidate, persuasion or deception checks where your reputation might help. It also swings both ways, as being recognized as a famous bard might put people on their guard and give you disadvantage to decieve them or the like.
- Resiliant: The item has been designed for durability, granting it resistance to one damage type.
- Environmental adaption: Masterworked armor might include furs to protect against cold, or vents and specially designed underpadding that grants advantage on saving throws against either environmental heat or cold, while granting disadvantage against the other environment.
- Exotic materials: Your item is made of a material that's not normal, without compromising its effectiveness. Examples include alchemically hardened wood instead of steel for armor, obsidian with a minor enchantment instead of steel for a blade, that sort of thing. The advantage here is that your wooden armor can be worn by a druid and floats, your obsidian blade is immune to the powers of a rust monster, ect.
- Custom fit: Masterworked armor might be custom tailored to the wearer, allowing them to move more freely in it. Custom fitted light or medium armor does not give disadvantage on stealth checks if it normally would when worn by the person it was designed for, though it gives disadvantage on stealth checks even if it normally wouldn't if worn by the wrong person. Custom fitted heavy armor weighs 10% less than normal.
Thoughts and suggestions?
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| #2rampantDec 29, 2014 22:40:10 | Better than a bloody +1. Just for your info though a lot of wepaons dont want to be too much lighter. A lot of them rely on their weight in some fashion or another. Bows can be lighter, and that's good, arrows get too light and they don't work right anymore.
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| #3FuelDropDec 29, 2014 23:17:30 | Good point on the weight issue. Maybe make that an option that isn't available for weapons?
I've come up with some others:
- Vital coverage: This armor has been reinforced in several vital locations, granting some protection against hits to those locations. The wearer reduces extra damage from sneak attacks and critical hits by 3 points. Armor with this quality weighs 10% more than normal armor of its type unless it is also custom fitted.
- Disguised: This item has been designed to look like something innocent, making it easier to conceal. Examples include a sword cane, or thieves tools designed to fold up into a set of jewelry. A character gains advantage on slight of hand checks to conceal the item or deception checks made to avert suspicion from the item. (GM discretion as to whether an item can be concealed like this. Armor and heavy weapons almost never qualify for this quality)
- Arrow curtains: Shields can be modified with loose-hanging cloth or light leather curtains which catch and ensnare ranged attacks. While wielded, such a shield reduces the damage from piercing ranged attacks by 3 points. Arrow curtains give the wielder disadvantage on stealth checks and increase the weight of the shield by 25%.
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| #4Swamp_slugDec 30, 2014 7:04:54 | This is a good idea. For clarity you might want to separate them into Weapon/Armour/Universal groups.
You've got quite a few armour related properties. What about weapon properties, such as:
- Sharpened: a +1/+2 bonus to damage (for those that want a simple upgrade)
- Keen: your weapon upgrades a natural 19 from a normal hit to a critical hit
- Jagged: if you hit with this weapon, your target takes an additional 3 points of damage at the start of each of their turns until they make a DC10 Constitution save
- Hooked: you gain advantage to checks made using this weapon to trip/disarm (choose one) your opponent?
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| (Reply to #4)FuelDrop | |
| #6UchawiDec 30, 2014 14:17:22 | Just treat magic and masterwork as production methods, where magic is rarer but faster to create. That would handle any bonus from +1 to +3. Then you can add magic spells or masterwork properties to further distinguish what each can add to an item.
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| (Reply to #6)FuelDrop | |
| #8rampantDec 30, 2014 17:56:20 | Yeah, flat +s are boring.
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| #9CaliburnDec 31, 2014 5:39:16 | This has to fit hand-in-glove with magical bonuses but not usurp them or be a problem when stacked.
My suggestions would take into account Masterworked (DC 20 to make and 3 times cost) and Grand Masterworked (DC 25 and 10 times cost, or 20 times for Dragonscale).
No weapon or armour can have more than 3 improvements on it.
Masterworked Weapons
- Honed - +1 damage for slashing or peircing weapons
- Striking - +1 damage for bludgeoning weapons
- Counterbalanced - May use Dex bonus when defending against Disarm attempts
- Catchcrafted - +1 bonus to the roll when attempting to Disarm
- Bodkin - +1 to hit against heavy armours for arrows and bolts only (cannot also be Serrated)
- Serrated - +2 damage on a crit for arrows and bolts only (cannot also be Bodkin)
Masterworked Armour
- Giant Spidersilk - +1 DR vs bludgeoning damage (Light Armour only)
- Reinforced - +1 DR vs slashing damage (adds 5lbs weight)
- Proofed - +1 DR vs peircing or slashing damage (Plate or Half-Plate only, adds 5 lbs weight)
- Monster Hide - +1 AC (Hide Armour only, adds 5lbs weight)
Grand Masterworked Weapons
- Keen - +1 crit range for Adamantine alloy slashing or peircing weapons
- Smiting - +1 damage and +1 crit range for Adamantine alloy bludgeoning weapons
Grand Masterworked Armour
- Fluted - +1 DR vs slashing or bludgeoning damage (Plate or Half-Plate only)
- Scout's Mail - Armour does not give Disadvantage to Stealth checks (Scale Mail and Chain Mail only)
- Dragonscale - +1 AC and Resistance to relevant breath weapon damage type (Scale Armour and Half Plate only)
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| #10rampantDec 31, 2014 8:20:02 | can anyone besides battlemasters even attempt a disarm?
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| #11ChrisCarlsonDec 31, 2014 8:24:55 | |
| #12IstborDec 31, 2014 9:45:56 | I myself felt the same as you FuelDrop. I converted many of the mundane weapon and armor upgrades from The Black Company 3.x book. It is a world with very few magic items so they have an interesting list to make crafted items pop.
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| #13cowleymenDec 31, 2014 10:53:20 | I agree with giving minor utility stuff like the bonus to disarming and other things. Though with disarming, there are some weapons designed to help you disarm an opponent anyways. Tiger Hook Swords and Khopesh come to mind first, both with hooks that should help you disarm someone with out being masterwork, as they where not what I would call a "rare" weapon for where they ave originated.
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| (Reply to #11)rampant | |
| #15MechaPilotDec 31, 2014 19:06:36 | |
| #16rampantDec 31, 2014 19:16:13 | Yeah, but that still means it's about a thousand times less likely if there's not a battlemaste rin the room.
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| #17MechaPilotDec 31, 2014 19:29:34 | |
| #18rampantDec 31, 2014 21:28:51 | Question then: How would you rule a disarm attempt coming from a non-battlemaster?
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| #19MechaPilotDec 31, 2014 21:39:21 | |
| #20DM_HEEGZDec 31, 2014 22:48:20 | |
| #21rampantDec 31, 2014 23:46:16 | Well in that case it might work out, I'd be a little leery of buying somehting that requires an optional rule to be useful, but if you're playing with that thing in there then yeah sign me up because If I'm shelling out for this thing I'm sure as goblins gonna wanna keep a hold of it.
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| #22IronxxxJan 01, 2015 2:23:32 | I absolutely love this idea so thought I'd show my ideas for it that I've presented to my players. Using FuelDrop's initial offerings and a couple of ideas from Caliburn here's what I came up with, I've marked the other author's creations or original ideas, apologies if I've missed any.
Mastercrafted Weapons and Armour
These are upgrades to weapons and armour for 5e D&D. The costs are multiplicative so a Resilient (cost x 2), Heavy Weapon (cost x 5) Battleaxe (base cost 10gp) costs 100gp (10 x 2 x 5). An item may have three mastercraft upgrades as a maximum and only two from each category (so a mastercrafted weapon could have two upgrades from the Mastercrafted Weapon category and one from the Universal category and vice versa for example).
As per the PHB (page 187) while one of these items is being crafted it makes progress every day in 5gp increments until the value of the item is reached. This assumes one person crafting, for every additional person another 5gp progress is added per day. Additional progress is up to the DM.
This list isn't exhaustive and I'll add to it as I get more ideas.
Universal
Reduced weight: You can pay extra to get your items made of high-quality materials which do the same thing as normal items, but weigh 25% less. Cost X 2 (FD)
Easily recognized: A distinctive set of armor or blade will help you make a name for yourself, which might give advantage on intimidate, persuasion or deception checks where your reputation might help. It also swings both ways, as being recognized as a famous bard might put people on their guard and give you disadvantage to decieve them or the like. Cost X 5 (FD)
Resilient: The item has been designed for durability, granting it resistance to one damage type. Cost X 2 (FD)
Environmental adaption: Masterworked armor might include furs to protect against cold, or vents and specially designed underpadding that grants advantage on saving throws against either environmental heat or cold, while granting disadvantage against the other environment. Cost X 2 (FD)
Exotic materials: Your item is made of a material that's not normal, without compromising its effectiveness. Examples include alchemically hardened wood instead of steel for armor, obsidian with a minor enchantment instead of steel for a blade, that sort of thing. The advantage here is that your wooden armor can be worn by a druid and floats, your obsidian blade is immune to the powers of a rust monster, ect. Cost X 5 (GM Discretion) (FD)
Disguised: This item has been designed to look like something innocent, making it easier to conceal. Examples include a sword cane, or thieves tools designed to fold up into a set of jewelry. A character gains advantage on slight of hand checks to conceal the item or deception checks made to avert suspicion from the item. (GM discretion as to whether an item can be concealed like this. Armor and heavy weapons almost never qualify for this quality). Cost X 5 (GM discretion) (FD)
Masterwork Armour
Custom fit: Masterworked armor might be custom tailored to the wearer, allowing them to move more freely in it. Custom fitted light or medium armor does not give disadvantage on stealth checks if it normally would when worn by the person it was designed for, though it gives disadvantage on stealth checks even if it normally wouldn't if worn by the wrong person. Custom fitted heavy armor weighs 10% less than normal. This armour also gives +1 on Tumble checks. Cost X 5 (FD)
Spiked: This armour is covered in strategically placed spikes, ridges and edges designed to injure grapplers. On a successful grapple check the wearer does D6 slashing and piercing damage to their opponent and the armour can be used as a weapon doing D6 slashing and piercing damage. On a failed Grapple check the wearer take 1 damage from it's own armour! The wearer also suffers Disadvantage On Persuasion checks when in friendly territory due tio the fearsome appearance of the armour. Cost X 2.
Tough: Only worn by those at the forefront of battle this armour is so well made it can turn aside the mightiest of blows. It's padding is extra thick, it has expertly angled plates, an oversized gorget plus fluted and flanged pauldrons, vambraces, couters and poleyns (among others) but is difficult to move quickly in and gives limited visibility due to the extra protection. You can ignore the first critical hit scored against you when wearing this armour but this ability can't be used again until the armour is restored during a short rest. You have disadvantage on Perception, Acrobatics and Athletics checks which involve movement (such as climbing, swimming, etc.) when wearing this armour. Medium and Heavy armour only. Cost X 5.
Vital coverage: This armor has been reinforced in several vital locations, granting some protection against hits to those locations. The wearer reduces extra damage from sneak attacks and critical hits by 3 points. Armor with this quality weighs 10% more than normal armor of its type unless it is also custom fitted. Cost X 5 (FD)
Hardened: This armour has been reinforced either with metal strips and studs or hardened leather on critical areas. It is more bulky then normal and slightly harder to move in. +1 DR Vs slashing damage and adds 5lbs weight. Auto fail any Athletics checks which involve movement (such as climbing, swimming, etc.) or Acrobatics check on a roll of a 1 (light armour only). Cost X 2
Reinforced: This armour has been reinforced either with metal strips and studs or hardened leather on critical areas. It is more bulky then normal and slightly harder to move in. +1 DR Vs slashing and piercing damage and adds 5lbs weight. Auto fail any Athletics check which involve movement (such as climbing, swimming, etc.)or Acrobatics check on a roll of a 1 or a 2 (light or medium armour only). Cost X 2
Flanged: This armour has been reinforced with metal plates and flanges on critical areas. It is more bulky then normal and slightly harder to move in. +1 DR Vs slashing, bludgeoning and piercing damage and adds 5lbs weight, this stacks with the damage resistance from Heavy Armour Master. Auto fail any Athletics checks which involve movement (such as climbing, swimming, etc.)or Acrobatics check on a roll of a 1, 2 or 3 (heavy armour only). Cost X 2
Bolt Harness: Special straps, holsters and small hooks allow this armour to be used as a tool to quicken the reload time of a hand crossbow. Combined with the Crossbow Expert feat this armour allows you to reload a hand crossbow with no hands free. Cost X 2.
Emblem: A finely patterned pattern, emblem, coat of arms, holy symbol or similar is crafted into the front of this armour. This armour can be used as a Holy Symbol (if present) but also gives +1 on Persuasion checks if dealing with anyone friendly to the relevant institution as long as they have sight. Cost X 2.
Fearsome: Menacing figures, creatures and the like cover this armour. Perhaps the helm is that of a fearsome dragon, the shoulder plates crafted to resemble snarling bears or the armour is angled in just such a way as to appear imposing. This armour gives +1 to Intimidation checks if the creature being Intimidated can see. Cost X 5.
Masterwork Shields
Arrow curtains: Shields can be modified with loose-hanging cloth or light leather curtains which catch and ensnare ranged attacks. While wielded, such a shield reduces the damage from piercing ranged attacks by 3 points. Arrow curtains give the wielder disadvantage on athletics, acrobatics and stealth checks and increase the weight of the shield by 25%. Cost X 2. (FD)
Reinforced Boss: This shield has a specially reinforced central boss and expertly positioned straps to allow a great degree of movement. More force can be put into shield bashing when using this shield and this gives +1 to the Shove or Shove Aside attack. Cost X 2
Angled: The front of this shield is slightly angled away from the centre to allow a greater chance for an opponent to be pushed to one side or the other when thrust forward. This gives +1 to any Overrun checks made when wielding this shield. Cost X 2
Emblem: A finely patterned pattern, emblem, coat of arms, holy symbol or similar is crafted into the front of this shield. This shield can be used as a Holy Symbol (if present) but also gives +1 on Persuasion checks if dealing with anyone friendly to the relevant institution. Cost X 2.
Masterwork Weapons
Custom grip: The handle of this weapon is designed for your hand alone. You have advantage on any save or check to avoid dropping your weapon, and any attempt to disarm you is made at disadvantage. Cost X 5 (FD)
Heavy Weapon: Your weapon has a bit of extra weight behind the swings, which helps you push through on critical strikes. The weapon weighs 10% more than normal, and inflicts +3 damage on a critical hit. Cannot be used on Light weapons. Cost X 5 (FD)
Everbright steel: Your weapon is forged using a rare steel beyond the skill of most metalurgists. It has advantage on saving throws and requires half as much maintainance as normal. Cost X 2 (FD)
Silvered: This weapon is steel underneath but treated with a tough compound of silver. This weapon is treated as being Silvered (as PHB). Cost X 2.
Perfect balance: This weapon's balance is perfect, giving the wielder an extra edge when they focus on defense. The wielder gains +1 ac when using the dodge action, in addition to the normal effects. However, such balance is easily thrown off and the weapon requires daily maintainance to retain this trait. The weapon loses this quality if the wielder goes for more than 24 hours without a short or long rest, though it regains it once such a rest is taken. Cost X 5. (FD)
Counterbalanced: This weapon has counter weights in the guard and grip ensuring maximum agility when required. The wielder may use their Dexterity bonus when defending against Disarm attempts. Cost X 2 (C)
Catchcrafted: This weapon has elaborate hooks, catches and loops built into the blade, haft, grip, guard or head and is designed to help an experienced wielder to disarm their opponent. +1 bonus to the roll when attempting to Disarm. Cost X 2 (C)
Keen: The ease with which this weapon cuts through armour and flesh is unparalelled, it's edge sharpened and hardened to a razor like finish. It's craftsmanship is such that it can score a crit on a 19 or 20. Once a crit is scored the weapon reverts to scoring criticals on a 20. The wielder must spend a short rest to realign, polish and maintain the weapon to regain this property. Slashing and Piercing Only. Cost X 5 (C)
Striking: Through careful design and position of it's grip and head and it's balance when wielded this masterful weapon crushes opponents with brute force. It lands blows so heavy it can easily cripple an opponent in a single blow. This weapon deals +1 damage and gives a +1 on checks to knock a target prone. Bludgeoning Only. Cost X 5 (C)
Scoped: A cunningly crafted spyglass is affixed to this Light or Heavy Crossbow giving the weapon unparalelled accuracy over long ranges. If a bonus action is used to aim this weapon the penalty for a long range shot can be ignored, this ability can only be used once per round. Cost X 5.
Bolt Magazine: The whole stock of this weapon is custom made to allow bolts to be fed in through a mechanical loading mechanism and a multiple triggered arm can fire the bolts one after the other. You can fire bolts up to your regular number of attacks per round and this can combine with the Crossbow Expert feat. It takes an Action to reload a spare magazine and 5 rounds to refill a magazine. A magazine's capacity is 10 bolts, a spare magazine costs 20gp. Light and Heavy Crossbows only. Cost X 5.
Serrated Arrows: These special arrows punch through armour with abandon and leave terrible, bloody wounds. They inflict +3 damage on a crit. They increase the base cost of arrows to 20gp for 20 arrows. (C)
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| #23EzechielDantanJan 01, 2015 2:29:18 | Armor:
weigh 25% less
Hits that hit AC exactly only deal half damage
Shield:
weighs 25% less
Use reaction to raise AC by 1 vs an attacker you can see
I'd reduce the armor weight for magical armor as well by default but not the additional benefits they are superseded by the magical qualities.
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| #24UchawiJan 01, 2015 4:45:29 | |
| #25BRJNJan 01, 2015 11:04:08 | |