I'll check it out. The campaign setting is already finalized, it's just fitting the d20 rules to it that I'm having to tinker with.I'm not suggesting it as an alternative to your homebrew, which I'm sure is great, but I think you'll at least find some inspiration in the ideas we present. Well, that is every author's hope anyway.
Yeah, in fact this is the first sourcebook in the series. The next one is called Staves of Ascendance and takes advantage of that very concept. I'm hoping to take it all one step further and adapt it to armor, rings, amulets, bows, and so on.The second suggestion would be to not limit this to weapons. There's already rules for intelligent rods and staves in the DMG. I haven't seen the "Swords" PDF yet, but presumably the rules could be ported to something similar. In this manner, your wizard could have a legendary staff to counterbalance the fighter's legendary sword, even if the staff doesn't have all that much combat potential.
Moridin said:The "gimmick" of the campaign setting is that it takes place during the world's Apocalypse, and these legendary items resurfacing are basically signs of the end of days. For example, one of the legendary swords I'm planning to integrate is basically the sword used by the Angel of Death to dispense justice to the world -- raining down fire and brimstone, etc. One of the characters finds this sword, and then as he uses it more he unlocks more of its powers and leads himself down the path of becoming the next Avenging Angel, just in time for the end of the world to come and demand such a creature exist.
Moridin said:Hey all,
For my homebrew campaign world, I'm seriously considering ditching the whole concept of generic magic items and going only with legendary items in the vein of those displayed in The Game Mechanics' Swords of Our Fathers sourcebook.
Well, if a character is going to get a legendary item in my game, I really intend for them to have it anyways. I don't plan on these things being so commonplace that the players really have to choose between a couple of legendary items.Require an Attunement role to see if someone who finds a legendary weapon can actually use it. Make it a skill or will save, setting the DC based on the powers of the object in question.
Hong, perhaps I should have been more specific. When I say legendary items, I am referring specifically to the definition from Swords of Our Fathers; specifically, items that grow in power the longer a characater wields it. Certainly creating an item out of legend is a simple matter of backstory; however, the point of the post is to find out what problems I'm going to encounter doling out these items that are a) incredibly rare, and b) stick with a character for long periods of time.The only difference between a "legendary" item and what's in the DMG is the niche it fills in your world. That, in turn, has nothing to do with game mechanics.
I tried to, but the site is rejecting my username and password. Until I can get it straightened out, I posted a mini-review on the RPGNow website under the book's entry.Moridin, is there any chance you could post your thoughts about Swords of Our Fathers or even do a review? There doesn't seem to be one in the ENWorld archives and I'd like to read one before deciding whether or not to buy it. I'm quite interested in the concept!
Oh, I totally agree. I want the discovery of the items' histories to be a slow process, and the point of some adventures. Also, since my campaign is still evolving, it gives me a little leeway in making stuff up on the fly.Also, be careful with how much you write for the weapons. A little bit of history will go a long way.