Kobold Avenger
Legend
So grafts are a newer thing in D&D introduced since the Fiend Folio (even though they existed back in 2e but never really had any game mechanics). So far they've been in:
Fiend Folio
Serpent Kingdoms
Libris Mortis
Lords of Madness
Magic of Eberron
(and sort of, D20 Cyberscape)
But if there's one thing I've noticed, there doesn't seem to be any consistency in what it costs to those who get grafts. Some of them have no penalties at all, others require the sacrifice such as HP, skill penalties or -2 Dex or Con, or penalties from saves of the makers or slowly turning evil.
Has anyone calculated the costs using the magic item creation rules? To the penalties offer any breaks on the costs?
With something like possible golem grafts (even though it's only really mentioned in a d20 modern book), would the half-golem template even be necessary (despite it has just too much in the way of a bad penalty).
Also what are your ideas for other sources of grafts?
So far there's at least two sources from 2e being the Xixchil (from Spelljammer and Dark Sun's Kreen Empire) and the Modron grafts (from that weird cult in Planescape) and passing references to Elves making grafts. If the Xixchil grafts were translated to 2e, can anyone think of something better than charisma loss? It just seemed like something that was arbirtrary (even a random penalty table would do), and I don't approve of any charisma penalty unless there's very good reasons.
For more graft sources, I guess there could be grafts associated the Elan, Gith, Ethergaunt, Kaorti, and possibly some of the other races introduced in the XPH. Would Celestial-made grafts be a viable concept, where they imbue the essence of their power onto someone with magically-created flesh?
Fiend Folio
Serpent Kingdoms
Libris Mortis
Lords of Madness
Magic of Eberron
(and sort of, D20 Cyberscape)
But if there's one thing I've noticed, there doesn't seem to be any consistency in what it costs to those who get grafts. Some of them have no penalties at all, others require the sacrifice such as HP, skill penalties or -2 Dex or Con, or penalties from saves of the makers or slowly turning evil.
Has anyone calculated the costs using the magic item creation rules? To the penalties offer any breaks on the costs?
With something like possible golem grafts (even though it's only really mentioned in a d20 modern book), would the half-golem template even be necessary (despite it has just too much in the way of a bad penalty).
Also what are your ideas for other sources of grafts?
So far there's at least two sources from 2e being the Xixchil (from Spelljammer and Dark Sun's Kreen Empire) and the Modron grafts (from that weird cult in Planescape) and passing references to Elves making grafts. If the Xixchil grafts were translated to 2e, can anyone think of something better than charisma loss? It just seemed like something that was arbirtrary (even a random penalty table would do), and I don't approve of any charisma penalty unless there's very good reasons.
For more graft sources, I guess there could be grafts associated the Elan, Gith, Ethergaunt, Kaorti, and possibly some of the other races introduced in the XPH. Would Celestial-made grafts be a viable concept, where they imbue the essence of their power onto someone with magically-created flesh?


