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Re: WEAPON CRAFTING

Posted: Sun Apr 14, 2019 3:23 am
by Galadorn
bump

Re: WEAPON CRAFTING

Posted: Fri Apr 19, 2019 5:41 am
by Galadorn
jmecha wrote:EXAMPLE DAGGERS
To Craft a Flawless Dagger of Iron you need to beat that DC 9 by 5, which requires you to get a 15 or higher

To Craft that Iron Dagger Masterwork you need to beat that DC 9 by 10, which requires you to roll a 19 or higher.
This don't add up:

- Should the 15 above actually be a 14?

Or...

- Should the 19 above actually be a 20?


......because beating the base 9 by 5, for non-flawed, does it mean add 5 THEN roll "higher" that that? Which would effectively actually be "beating" it by 6...if you do need a 15...

Or in the case for masterwork... beating the base 9 by 10, does it mean adding 10 then rolling to match that Base+10 (like it says above), or does the roll need to be a modified roll of 20? ((which in fact is beating the Base DC by 11))

;)

Re: WEAPON CRAFTING

Posted: Mon Apr 22, 2019 1:58 am
by Galadorn
hi masters of crafting.....

These lines above (only for size 4 and 5 weapons):
"Weapon size 4 weapons always get a mastercraft bonus of damage, AC, massive crit, or damage bonus of some sort",
"Weapon size 5 weapons always get a mastercraft bonus of damage, AC, massive crit, or damage bonus of some sort",

......could this mean, that this is an "extra" bonus the item gets regardless of roll?
.........or, does it mean, IF you roll MW when you craft it, it actually gets "another" extra bonus as listed on top of all other MW bonuses: dmg, AC, massive crit, or dmg bonus?

Or, if you just make any size 4 or 5 weapon, even if it's flawed, it gets one of those bonuses?

Re: WEAPON CRAFTING

Posted: Mon Apr 22, 2019 3:24 am
by Galadorn
jmecha wrote:Special Cases
For Example, Gloves can not have Enchantment Bonuses and so the script instead provides gloves an Attack Bonus depending on the Metal used. This is done because Gloves use their Attack Bonus if any to overcome Damage Reduction. If you want Gloves that have an Attack Bonus for overcoming Damage Reduction, and a Bonus to Damage you need to either get lucky with your Masterwork rolls or add some Alchemical additives to provide them some Elemental Damage.
So, can crafted gloves, add anything at all to an attack or damage, when attacking with a weapon while wearing the crafted gloves? ((a little confusing)). or, does it have to be an "unarmed" attack?

Re: WEAPON CRAFTING

Posted: Mon Apr 22, 2019 11:17 am
by jmecha
Gloves with a Bonus to Hit will only effect Unarmed Attacks, but if you Master work the roll and get special properties like a bonus to Disipline, a Save Modifier, or even an Attribute bonus those extra Masterwork Qualities will apply so long as the gloves are worn, regardless of weapon wielded.

Re: WEAPON CRAFTING

Posted: Mon Apr 22, 2019 1:22 pm
by Galadorn
NICE........and well noted. *rubs hands together briskly*

Re: WEAPON CRAFTING

Posted: Mon May 06, 2019 1:10 am
by epetrow
Ranger does not always get + positive damage vs favored enemy on MW item.

Re: WEAPON CRAFTING

Posted: Tue May 07, 2019 11:56 pm
by Galadorn
Another question.

If an item is "only" Masterwork. Does it fall into the "already has properties" category?

A normal weapon, without ANY modifications, reduces the crafting final DC by -2 ....

But, if you bought a Masterwork item (non-magical), from a WD vendor, like a MW sword that gives +1 damage already... is that considered "already having a property" with respect to PC crafting? so the DC would or would not be -2 ?


I suppose I could test this! ha! forgot about the "take one whack" and see what the DC is thing....carry on!

Re: WEAPON CRAFTING

Posted: Wed May 08, 2019 12:40 am
by jmecha
The Masterwork Item you described would have 1 property.

Basically anything listed at the bottom of the Item description is a property.

Race restriction
Class restriction
Alignment restriction
Variation in Weight

All count as Properties in regards to the Crafting script.

Re: WEAPON CRAFTING

Posted: Wed May 08, 2019 12:45 am
by Galadorn
Aha, yes thank you very much. I thought so, but just maybe the store bought gear might be different. Great ty.

This is actually very good, if you have a weapon with a property you really want on it already, you only lose the -2 to the DC (not that huge), and then if you succeed, the already desirable property is already on your "newer" weapon. I likka.

Re: WEAPON CRAFTING

Posted: Wed May 08, 2019 12:54 am
by Galadorn
Here's another thing: You mentioned "Alignment and Racial and Class restrictions" are their own properties. Is EACH alignment, class or race restriction considered another separate property (assuming yes)? Because that would make re-crafting much harder. DC reduced by 4 if item already has 2 properties, then DC increased by 8 and 16(!) for 3 and 4 properties respectively.

Some items you can buy from vendors have like, 5-6 "class" restrictions.... so these items would be very hard to "re-craft" correct? ((effectively a wasted attempt really at -16 if an item has up to 4 separate properties that are alignment or racial restrictions, although I cannot remember ever seeing a weapon with multiple racial/alignment restrictions for sale anywhere... only rings and amulets an stuff which would not be relevant to craft:weapon))...

Re: WEAPON CRAFTING

Posted: Wed May 08, 2019 4:04 am
by Rumple C
Correct.

Re: WEAPON CRAFTING

Posted: Thu May 09, 2019 10:41 pm
by Galadorn
What happens if you craft a +1 item using Iron? Is it just considered another property?

What happens if you craft a +1 item with Silver? Can "another" +1 Enhancement get added? ((for a total of two separate +1 enhancements?))

Re: WEAPON CRAFTING

Posted: Fri May 10, 2019 9:14 am
by Rumple C
The end result in both cases is 1 enhancement bonus of +1

Science will usually answer your questions. Have a play with it if you haven't already. Iron is XP cheap to work with.

Re: WEAPON CRAFTING

Posted: Tue May 14, 2019 7:33 am
by Magile
How does a Masterwork Perk become selected if your highest attribute is tied with several others? For example, if you create an item and you have 16 Strength, 16 Intelligence and 16 Dexterity, how does the Masterwork Perk actually dictate, if any, which attribute is used?