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Immortals Handbook - Godsend
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<blockquote data-quote="Evilmonkeygod" data-source="post: 4477901" data-attributes="member: 59733"><p>While i see what your saying about Artifacts being better epic magic items, i just don't agree. Maybe it's because I'm willing to fudge the rules a bit, but the Mace i'm designing for my Warlock i mentioned on the other thread will have the powers of a Warlock's Scepter(though i am going to increase the amount of charges to ten or maybe fifteen), along with Feats and Divine Abilities.</p><p></p><p>I think, and i don't mean this negatively at all, you are really underestimating the ability to give a character access to feats(non-epic or other wise), Divine and Up Abilities via an Artifact. I think it has to be one of the more innovative ideas I've ever seen, and i think it's really upsetting normal WotC rules don't cover such things in regular magic item creation.</p><p></p><p>I can not think of any character/concept i have ever played or thought of, that could not benefit from an extra few feats or special powers. Even a straight fighter could often use just one more feat sometimes and your system provides a way to do that. AND technically it's all possible in normal, non-epic levels of play. </p><p></p><p>Like i said above, i fudge the rules with Artifacts, but i think it's totally OK. In fact, i would go so far as to say you should even include a line or two about how there's nothing overly wrong with doing just that. An Artifact, in 3.5, Krusty's Awesomesauceverse or 4e should be something very special and unique. If that means screwing around with the rules abit, who cares? it's not like their mundane items that will be used in an everyday game. Even if the game is played with the begining deific templates you've created, at the minimum level suggested, the game is obviously very special, so to me, it's prefectly fine to play a little fast and loose with the rules, in order to create exactly what you want, regardless of which of the various systems/versions of the game you play.</p></blockquote><p></p>
[QUOTE="Evilmonkeygod, post: 4477901, member: 59733"] While i see what your saying about Artifacts being better epic magic items, i just don't agree. Maybe it's because I'm willing to fudge the rules a bit, but the Mace i'm designing for my Warlock i mentioned on the other thread will have the powers of a Warlock's Scepter(though i am going to increase the amount of charges to ten or maybe fifteen), along with Feats and Divine Abilities. I think, and i don't mean this negatively at all, you are really underestimating the ability to give a character access to feats(non-epic or other wise), Divine and Up Abilities via an Artifact. I think it has to be one of the more innovative ideas I've ever seen, and i think it's really upsetting normal WotC rules don't cover such things in regular magic item creation. I can not think of any character/concept i have ever played or thought of, that could not benefit from an extra few feats or special powers. Even a straight fighter could often use just one more feat sometimes and your system provides a way to do that. AND technically it's all possible in normal, non-epic levels of play. Like i said above, i fudge the rules with Artifacts, but i think it's totally OK. In fact, i would go so far as to say you should even include a line or two about how there's nothing overly wrong with doing just that. An Artifact, in 3.5, Krusty's Awesomesauceverse or 4e should be something very special and unique. If that means screwing around with the rules abit, who cares? it's not like their mundane items that will be used in an everyday game. Even if the game is played with the begining deific templates you've created, at the minimum level suggested, the game is obviously very special, so to me, it's prefectly fine to play a little fast and loose with the rules, in order to create exactly what you want, regardless of which of the various systems/versions of the game you play. [/QUOTE]
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