Master Artisan is a good fit, but I’d suggest simply replacing Jury Rigged and not moving the other things around. Inventor was already in a good spot, and it should not be a 10 XP talent (15 beeline). I am also against putting in two ranks, as this tree is not unlikely to be stacked with something like Outlaw Tech, which has two ranks of Inventor already.
Crafting is a good system, but if you make the good crafting talents overly localized, it can be broken pretty easily. The combination of 2x Inventor AND Master Artisan on the same tree is particularly concerning.
I like Jury Rigged for the tree, but I can understand the case against. I think it should remain, because it gives the character a nice bonus to whatever weapon they use, or it can give their armor a minor benefit. Given the multi-role nature of a Mandalorian armorsmith, I think that makes sense.
If it were up to me, I’d keep it the way it was.
A point on how working with beskar “is easier” than working with other metals: Mandalorian armorsmiths were really the only ones who could work with beskar, because pretty much nobody else knew how to, or had much beskar to practice with. So narratively, as a GM I might not allow someone else to use beskar, but I’d at least increase the difficulty once or twice.
Giving the character talents that benefit beskar, but not other materials, is a bit wonky, I’ll grant you, but I think that the narrative effect is better, and you can certainly make a case that other materials do not cause an armorsmith to be as concerned about preserving it.
Your point about having too many ranks of Inventor, especially since a character would most likely pair it with something like Outlaw Tech, is well taken. I think I will remove the first Inventor. I had taken out Resolve so I’ll probably just put that back in.
Yeah, this is exactly what I was thinking; I’d at least upgrade the difficulty for anyone without one of the beskar talents, but that’s outside the scope of this tree so I’m ignoring it for now.
True, but since it’s a Universal spec it’s safe to assume this is a second specialization, so the two ranks of Grit are on top of however many they get from the other tree.
And three Grit is abnormally high. If you want to compare to a dedicated melee tree with Defensive Stance and 3 ranks in Frenzied Attack, Marauder has 0 Grit talents.
Part of the point of not going overboard with Grit is that it’ll limit how much certain talents can be used as the character ties out.
Goran A’Den is interesting, it doesn’t seem too powerful, but it feels a bit more like a watered-down Signature Ability than a talent, with the Destiny Point activation cost and encounter-long effect. Is it basically supposed to represent the Mandalorian Forgemaster going wild in The Mandalorian? I feel like you could probably simplify it to “Once per encounter, may perform the Goran A’Den incidental to suffer strain up to their Brawl to increase the damage of one hit of a Melee attack by the same amount”. Still a big keystone effect, but with less complexity.
With 3 Brawn, that means you get to suffer 3 Strain to add 3 damage in one encounter.
To contrast, one rank of Feral Strength provides a flat +1. With 3 attacks in a single encounter, that’s +3 damage and 0 strain.
As for watered down Sig, you can certainly draw that comparison. However, I think it is fairly in line with To the Death from the Death Watch Warrior tree, with which you add +10*strain to all crits dealt or suffered. Like with Goran A’den, you activate it and it lasts until the end of the encounter.
The main difference is in how it’s activated. Goran A’den is a Destiny Point, then Strain each time you use it (Strain=Damage, like + to inflicted crits= + to suffered crits), whereas To the Death is just Strain when activated.