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<blockquote data-quote="Dausuul" data-source="post: 5040190" data-attributes="member: 58197"><p>That's why I threw in the extra abilities - the cold resistance and cold-themed spells - which you would not normally get from crafting to order. In exchange for having to follow a specific path of upgrades, you get better upgrades.</p><p></p><p></p><p></p><p>Agreed. I think the easiest way to balance that would be to have each item come with a set of feats you can take which give you special abilities or bonuses when using that item.</p><p></p><p>The main thing, though, is to recognize that any warrior-type PC is going to sink 50% or so of WBL into his/her weapon, so a Weapon of Legacy has to be at least as powerful as a weapon worth 50% of WBL in order to be worth using. And that means you're going to have to find a way to siphon off that much WBL or equivalent character resources - or else ditch the WBL system altogether and re-balance the game to work without it, which I wholeheartedly approve of but which is a rather substantial project.</p><p></p><p></p><p></p><p>I hate the quest idea. It <em>looks</em> cool and thematic and story-focused, but when you think about it, what it means is that the rest of the party has to go on a quest devoted to powering up Bob the Fighter's magic sword; not real interesting for them. And the DM has to find a way to cram some pregen quest (which, based on WotC's track record, will probably be a tedious hackfest) into the existing campaign arc.</p><p></p><p>As for deducting the gold piece value from the loot: IME, most groups split the profits from an adventure evenly among the party members, which means that instead of charging Bob the Fighter for his sword's fancy new powers and leaving everyone else's profits the same, you're charging Bob a mere 25% (in a 4-person party) of the cost of those fancy powers, and spreading the remaining 75% among the other PCs.</p></blockquote><p></p>
[QUOTE="Dausuul, post: 5040190, member: 58197"] That's why I threw in the extra abilities - the cold resistance and cold-themed spells - which you would not normally get from crafting to order. In exchange for having to follow a specific path of upgrades, you get better upgrades. Agreed. I think the easiest way to balance that would be to have each item come with a set of feats you can take which give you special abilities or bonuses when using that item. The main thing, though, is to recognize that any warrior-type PC is going to sink 50% or so of WBL into his/her weapon, so a Weapon of Legacy has to be at least as powerful as a weapon worth 50% of WBL in order to be worth using. And that means you're going to have to find a way to siphon off that much WBL or equivalent character resources - or else ditch the WBL system altogether and re-balance the game to work without it, which I wholeheartedly approve of but which is a rather substantial project. I hate the quest idea. It [I]looks[/I] cool and thematic and story-focused, but when you think about it, what it means is that the rest of the party has to go on a quest devoted to powering up Bob the Fighter's magic sword; not real interesting for them. And the DM has to find a way to cram some pregen quest (which, based on WotC's track record, will probably be a tedious hackfest) into the existing campaign arc. As for deducting the gold piece value from the loot: IME, most groups split the profits from an adventure evenly among the party members, which means that instead of charging Bob the Fighter for his sword's fancy new powers and leaving everyone else's profits the same, you're charging Bob a mere 25% (in a 4-person party) of the cost of those fancy powers, and spreading the remaining 75% among the other PCs. [/QUOTE]
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