Author Topic: New Masterwork rules  (Read 1363 times)

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  • Bi-Curious George
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New Masterwork rules
« on: August 03, 2008, 04:17:29 AM »
Something has long bugged me about the current rules for Mastercrafting weapons in Modern.  As it currently stands, a Mastercraft +1 weapon gives ANYONE a +1 bonus to attack rolls.  But my experience is that truly excellent weapons are wasted on novice shooters.  An inexperienced shooter won't shoot my Wilson CQB 1911 any better than a stock Kimber, though he'll likely shoot either weapon better than a standard-pattern M1911A1, just due to the improved iron sights.

So, here's my proposition:

Any character with the appropriate weapon proficiency can gain the benefit of a Mastercraft +1 firearm.  However, to gain the full bonus of a finer blaster, the character must have a minimum BAB.

Mastercraft +2 = +6 BAB
Mastercraft +3 = +11 BAB

A character with insufficient BAB can only utilize the lesser bonus for which he qualifies.  For example, a 5th-level Fast hero has a BAB of +3, and would gain an attack bonus of +1 from any Mastercraft weapon, even one which normally granted a +2 or higher bonus.

What say you all?


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Re: New Masterwork rules
« Reply #1 on: August 03, 2008, 10:21:06 PM »
I'd raise the bottom proficiency some.  +0 is not such a great aimer.

Mastercraft +1 = +1 BAB
Mastercraft +2 = +6 BAB
Mastercraft +3 = +11 BAB
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  • Ring-Tailed Lemur
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Re: New Masterwork rules
« Reply #2 on: August 04, 2008, 12:20:30 AM »
The +1/+6/+11 progression is probably realistic, but it's also one more detail to remember. Every couple of levels the player has to double-check if the PC is good enough for the gun. But I agree that a Masterclass bonus is wasted on someone with no training or experience.

As a simpler alternative, just limit the masterclass bonus to the character's BAB. With a +0 BAB it doesn't matter how good the gun is. At +1 BAB you can take advantage of the improved sights or ergonomic grip of a +1 Masterclass weapon, but the craftwork of a +2 or +3 Masterclass weapon is wasted on you. At +2 BAB you can use up to a +2 Masterclass, and at +3 you can take full advantage of the time and expertise that goes into making a +3 Masterclass weapon. Not completely realistic, but easy to remember.

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  • Ring-Tailed Lemur
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Re: New Masterwork rules
« Reply #3 on: August 04, 2008, 01:33:11 AM »
I see where you are going with this, and agree that a masterwork weapon is probably wasted on someone with little or no proficiency.  After all, a masterwork weapon doesn't tell the handler which end is the business end.   :D

I'm wondering if this particular rule is needed:  A non-profcicient user is going to get a to hit penalty anyway, and the masterwork status merely mitigates that penalty.  Persons with higher BABs are going to be able to shoot more accurately than people with lower BABs, and it doesn't seem like masterwork status is going to unduly shift that equation.

I understand you are trying to add some realism to your campaign.  I'm not sure basing the ability to take advantage of MWK wpns based on BAB achieves that.  BAB is simply general fighting skill including melee, ranged, brawling, etc., not experience with a particular weapon.

To that end, consider allowing anyone to get a bonus with a +1 MWK weapon, but characters that want to take advantage of higher MWK bonuses have to have weapon focus with that particular weapon.

Just my thoughts


  • Bi-Curious George
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Re: New Masterwork rules
« Reply #4 on: August 04, 2008, 06:25:24 PM »
I like the idea of requiring a +1 to use any masterwork weapon.  I'll have to add that into the list.


  • Bi-Curious George
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Re: New Masterwork rules
« Reply #5 on: August 05, 2008, 10:03:23 PM »
Good stuff there, you guys.
I also like the +1 to use a Mwk/Mastercrafted weapon. Needing Weapon Focus is also a great way of adding a bit more to an otherwise rather blunt feat.

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