Talk:Blacksmith (5e Class)
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- Crude Forging. Are you turning the ten copper coins into the weapon or armor? Or are you using 10 cp-worth of materials? Whichever case it is, this raises more questions.
- In an 8-hour working day, a team of 5 blacksmiths can turn 4-gp (of materials?) into 1,800-gp-worth of suits of studded leather. There has to be some reason to prevent this: maybe the items are crude enough that they fall apart after 1 day or something.
- What is the purpose of this feature? Fellow adventurers will already have the weapon and armour they need. It can't be used to make equipment "in a pinch" since you need to be at a forge. If it is to earn money, see above (and would be better as an adjustment of the normal crafting downtime activity)
- A Blacksmith's Eyes. What is "the size of the weakness"? What attacks does the penalty apply to? How long does it apply for? D&D doesn't have "damage multiplies". There are only three ways of adjusting damage: vulnerability, resistance, or a numerical bonus or penalty.
- Blacksmithing Expertise. The only long-term benefit of this feature is that the PC gains proficiency in martial weapons. Why not just give them proficiency in martial weapons? What other kind of weapons could this be referring to? What does "replicate the design of the weapon" mean? Could you not just create the weapon anyway using the normal crafting rules? Is the feature supposed to allow you to duplicate magic weapons? (Medieval weapons didn't have "blueprints"?)
- Blacksmithing Creations. This has no definite mechanics. It seems to allow the creation of magic items in an undefined way. It emphasises that the details of this magic item creation are the purview of the DM: but this is already the case as outlined in the DMG. Therefore, this feature does absolutly nothing.
- Long Hours. Does this affect the "Practicing a Profession" or "Crafting" downtime activities?
- Advanced Forging. Same as Blacksmithing Expertise, it puts the details of magic item creation in the hands of the DM, which is already the case.
- Advanced Improvement. Presumably the intent for this is that it's only useful if the adventure is taking place near a settlement with a forge, because the bonus will wear off if you go adventuring any further. Let's hope the campaign isn't set in a jungle, or at sea or underwater, or on another plane of existence, or a lost temple, etc., otherwise the player's going to feel a bit stiffed by this feature.
- Masterful Improvement. A more useful duration (except D&D doesn't measure things in weeks, due to different campagins having different calenders... try "10 days" maybe"?). However, this feature highlights another problem for the Improvement features. It only takes 1, maybe 2 hours to give everyone in the party a +4 bonus to all their weapons and armor... including magic items that already have a bonus! This is the equivalent of giving everyone better-than-legendary magic items. The Improvement series of features needs completely rethinking. Marasmusine (talk) 02:30, 24 August 2019 (MDT)