Talk:Master Weaponsmith

I like unique characters. I like unique characters with unique weapons. I dislike the mechanically generic masterwork weapons presented in the core books. This way of doing it also gives a mechanical reason for players to seek out the legendary smith. A smith with 20 ranks in craft can make weapons that are objectively better than a character with 10 ranks, as it should be. I consider mechanical reasons to be better than fiated plot devices.

The quality of the work also now determines how much enchantment can be put on a weapon in a standardized way. Real smiths can now, under the right conditions, make a weapon so powerful that it could become the legendary artifact that future generations quest for. If I'm going to include a power or item in my game I don't like using handwavium to justify it's existence. Someone made it through some means. If you want to be the legendary smith that the deities go to for quality weapons well then I don't have to work hard to make plot hooks for you or beat you into being interested in your character. I just set things up in such a way that it's the culmination of a lifetime of work and experiences.

--Klatoo 01:25, December 17, 2009 (UTC)

Isn't this system overpowered?
No.

Long answer:

Do the math. Don't talk to me about it again until you've made a meaningful spreadsheet on the subject. Then you can come back and point to the specific instance where it's overpowered, and I can explain to you how you're mistaken. Remember this before speaking: high level characters are supposed to have high level stuff. Consider what level someone has to be in order to do whatever you're suggesting.

--Klatoo 01:25, December 17, 2009 (UTC)