Magical + Masterwork?!
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Magical + Masterwork?!
Okay, this has been bugging me for a while. It lists in the SRD that all magical weapons are also masterwork. Master work means a + 1 to hit. If so, then is a +1 sword actually +2 to hit? I want to say no, but...
Masterwork bonuses are enhancement bonuses, as are magic bonuses. Like bonuses do not stack.
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Put a greatsword a maul and a greataxe in a room and ask them to take their pick
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Is there any good reason to keep masterwork in the game?
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Masterwork provides another tier of advancement for very low level characters to obtain before magical.
In our games using Scaling weapons with abilities we give Masterwork +1 to hit and damage. It doesn't seem to break things.
In our games using Scaling weapons with abilities we give Masterwork +1 to hit and damage. It doesn't seem to break things.
Simplified Tome Armor.
Tome item system and expanded Wish Economy rules.
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Tome item system and expanded Wish Economy rules.
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Aren't adamantine weapons automatically masterwork?
We've had the argument before regarding the point of plain numerical bonuses in magic weapons, especially the +1 ones.
We've had the argument before regarding the point of plain numerical bonuses in magic weapons, especially the +1 ones.
Come see Sprockets & Serials
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
How do you confuse a barbarian?
Put a greatsword a maul and a greataxe in a room and ask them to take their pick
EXPLOSIVE RUNES!
I think it's worth getting rid of. I've encountered many confused looks when explaining to new players that a weapon has to be masterwork before it can be magical. It adds complexity to the game for almost no benefit. If it did something else, like giving a +2 bonus to confirming critical hits or something, maybe.
Last edited by Sigil on Tue Apr 02, 2013 2:45 pm, edited 2 times in total.
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It's kind of a weird restriction when a lot of the unique magic items from older editions were clearly made out of non-masterwork items (such as magic knives made out of subpar materials). It also blocks off the possibility of powerful enchantments on crappy/fragile base items, providing a potential quandary about whether or not the item is really worth using - a character might take a trusty, reliable nonmagical sword over a rusty enchanted blade in some settings, but in classic D&D, that's a sucker's bet unless you're a Forsaker or something.
echo
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Yeah, it's cool if 'inferior materials' are actually more magicalechoVanguard wrote:It's kind of a weird restriction when a lot of the unique magic items from older editions were clearly made out of non-masterwork items (such as magic knives made out of subpar materials). It also blocks off the possibility of powerful enchantments on crappy/fragile base items, providing a potential quandary about whether or not the item is really worth using - a character might take a trusty, reliable nonmagical sword over a rusty enchanted blade in some settings, but in classic D&D, that's a sucker's bet unless you're a Forsaker or something.
echo
Like, in a late medieval world, bronze is the medium for conducting magic.
the Rogue-like/Pokemon/Dating Sim game Azure Dreams did this thing where gold was a crappy mundane sword, but since it couldn't be degraded by traps like steel could, it was a better material for enchanting up in power.