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Flavorless 3e- Advantage- players
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<blockquote data-quote="Belen" data-source="post: 1355799" data-attributes="member: 1405"><p>Aha! But I did throw in a flavor rule that could benefit them:</p><p></p><p><em>Soul bond: Sometimes, a character may forge a bond with a specific item. The bond may become so powerful that it links to the very soul of its owner. Once soul bound, the item is forever linked to that person, even upon the death of the owner. The item will always find a way back to the owner. In fact, the owner will instinctually recognize the item even in another life.</em></p><p><em>Benefit: The owner is always proficient with their soul bound item. The item is always of masterwork quality and will spontaneously gain magic ability as the character advances in level. In addition, the item gains 5 to its hardness and +10 to its hit points for every 4 character levels. If destroyed, the character feels a deep sense of loss, equivalent to the loss of a family member, and the character must make a Will save DC 15 in order to use a similar item.</em></p><p></p><p>I am an equal opportunity type of guy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>Besides, the rules already provide them a host of advantages with little disadvantages. Heck, the old ressrection used to put a cleric on his tail end for a week. Now he just looses money and some XP.</p><p></p><p>Flavor that causes a little pain is not a bad thing. It makes for memorable characters and plots.</p><p></p><p>By subtracting flavor for the rules, have we benefited, or have mini-wargamers and computer players benefited?</p></blockquote><p></p>
[QUOTE="Belen, post: 1355799, member: 1405"] Aha! But I did throw in a flavor rule that could benefit them: [I]Soul bond: Sometimes, a character may forge a bond with a specific item. The bond may become so powerful that it links to the very soul of its owner. Once soul bound, the item is forever linked to that person, even upon the death of the owner. The item will always find a way back to the owner. In fact, the owner will instinctually recognize the item even in another life. Benefit: The owner is always proficient with their soul bound item. The item is always of masterwork quality and will spontaneously gain magic ability as the character advances in level. In addition, the item gains 5 to its hardness and +10 to its hit points for every 4 character levels. If destroyed, the character feels a deep sense of loss, equivalent to the loss of a family member, and the character must make a Will save DC 15 in order to use a similar item.[/I] I am an equal opportunity type of guy. :p Besides, the rules already provide them a host of advantages with little disadvantages. Heck, the old ressrection used to put a cleric on his tail end for a week. Now he just looses money and some XP. Flavor that causes a little pain is not a bad thing. It makes for memorable characters and plots. By subtracting flavor for the rules, have we benefited, or have mini-wargamers and computer players benefited? [/QUOTE]
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