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2 years ago ::
Oct 12, 2011 - 3:16AM
#1
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Date Joined:
Jan 30, 2011
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I'm new to 4th and I'm having problems figuring out how masterwork armour works. The thing I don't understand is when magic armour is masterwork. I understand that each type of mw armour requires a minimum level of enchantment, I get that the bonus is added to the enchantment bonus what I don't know is when is magic armour just normal and when it is masterwork. For example a set of Curseforge Armor +4 can be Wyrmscale but how do you determine if it is or if its just regular scale? The PH says the price is already incorporated into the cost of the magic armour. Do you just decide as the DM when there is a suit of +4 Curseforged Armour that it is Wyrmscale, Forged Armour, Scalemail or Chainmail? And when a character decides to pay to create a suite of +4 Curseforged (as an eg) he may as well just go for the Wyrmscale if it cost the same as regular scalemail? Am I interpretting this correctly? Or is all Curseforged Armor Wyrmscale or Forgemail (depending whether you want chainmail type of armour or scalemail)?
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2 years ago ::
Oct 12, 2011 - 3:39AM
#2
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Date Joined:
Aug 11, 2006
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The expectation is that any +4 armor will be of a +4 masterwork variety. The existence of masterwork armor is essentially a math fix and having it be non-masterwork would leave the character several points of AC short of what he should have.
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2 years ago ::
Oct 12, 2011 - 3:48AM
#3
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Date Joined:
Jan 30, 2011
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So alll magic armour with a + of a particular level should be masterwork armour of a type that corresponds to the +. So in the +4 Curseforged Armour it should be either Wyrmscale or Forgemail armour which would give the character a +14 or +13 to AC respectively. Is that right? Sorry, I probably sound like a dufus. Does the builder take that into consideration or do you have to put it in manually? About the armour that is and not the fact that I'm a dufus
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2 years ago ::
Oct 12, 2011 - 4:21AM
#4
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Date Joined:
Jan 30, 2007
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If you are using the online character builder, all magical armors are masterwork when they should be (any above +2 for chain, scale, and plate, any above +3 for leather, etc). The last update to the character builder and rules "baked in" the masterwork AC bonus to all regular armors. So, if you get a +3 Plate, it is already masterwork, giving you the extra AC that a masterwork piece of armor would have.
The only reason to specifically choose masterwork armor (to go into the character builder and select Wyrmscale or whatever) is if the masterwork armor also gives some other bonus, like a +1 to Will or whatever.
Salla, on minions: I typically use them as encounter filler. 'I didn't quite fill out the XP budget, not enough room left for a decent near-level monster ... sprinkle in a few minions'. Kind of like monster styrofoam packing peanuts.
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2 years ago ::
Oct 12, 2011 - 4:46AM
#5
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Date Joined:
Jan 30, 2011
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Okay cool I've got it now. I just checked out the builder for myself, as you sent your last post, and I seen exactley what you said. Am I the only one who's had a problem figuring this out due to the way they've written the rule in the book? It's confusing when your from the old Red Box through 1st 2nd and 3rd editions, it seems like they're giving something away, I understand that they aren't, it's a way to fix the math problem mentioned earlier, but D&D has always been frugal with bonuses, I have to wrap my head around the fact that everything "seems" boosted in the new game. It's hard to adjust, it's so different. However I think, and I've only been playing for 3 sessions, it is the best version yet and my hats off to the guys at Wizards. I was sceptical at first and it took 3 years before I convinced myself to try it and it's paid off. Then there's all you guys in the community helping an old guy figure out this new game. Thanks oh Gods of Rules
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2 years ago ::
Oct 12, 2011 - 4:49AM
#6
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Date Joined:
May 13, 2009
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Don't worry about it, this question comes up at least once a month if not more often. It's not always very clear to new players how it works.
Epic Dungeon Master Want to give your players a kingdom of their own? I made a 4e rule system to make it happen! Your Kingdom awaits!Update 5th Sep 2011: Added a sample kingdom, as well as sample of play.
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2 years ago ::
Oct 12, 2011 - 4:57AM
#7
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Date Joined:
Jan 30, 2011
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The funny thing is it's out of place, I've found all the other rules, after the updates, are easy and straight forward to understand, it's very well written. I guess though, when I think about it, this is a straight forward rule as well, the problem is more to do with what my brain has become used to from D&D over the previous editions. Maybe that's why some people don't like it, there's not much room for 'Rules Lawyers' any more, the rules are too unambiguous.
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2 years ago ::
Oct 12, 2011 - 5:18AM
#8
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Oh, there's plenty to rules lawyer about. You just have to dig a little deeper 's all.
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2 years ago ::
Oct 12, 2011 - 5:47AM
#9
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Date Joined:
Jan 30, 2011
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Oh I'm sure there is I just meant they probably don't like the game as much. To each his own I guess.
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2 years ago ::
Oct 12, 2011 - 5:52AM
#10
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Date Joined:
Jun 17, 2010
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Note: The Character Builder isn't handling masterwork armor properly. The AC value for all masterwork armors is incorrect. The value you get for plain old non-masterwork armor of the same enhancement bonus is what you should get as AC for the masterwork version. Note that that itself is not a bug - the masterwork bonus has been rolled into even non-masterwork armor as of HotFL. The builder isn't handling masterwork armor properly.
D&D Next = D&D: Quantum Edition
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