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General Tabletop Discussion
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Intelligent Items at 1st level?
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<blockquote data-quote="kenmarable" data-source="post: 3422400" data-attributes="member: 40359"><p><strong>Weapons of Legacy</strong></p><p></p><p></p><p>I agree that I'd definitely scale it back and unlock powers as you go for a few reasons.</p><p></p><p>1) If you are using published adventures, they'll become a cakewalk.</p><p></p><p>2) That much magic power at that low of level completely overshadows class abilities. So the game becomes just about the *items* and much less about the *characters*.</p><p></p><p>3) Having a large power boost at one level (any level) and not having it advance at all is not nearly as fun as having something grow overtime. Each time something is unlocked it is new and interesting. Giving it all at once can start off overwhelming and then slide into boring.</p><p></p><p>I did something similar to this with one of my groups, but I used the Weapons of Legacy rules. That worked great for having the items slowly grow and therefore stay interesting, as well as having the items not overwhelm the characters' own class abilities. I'd absolutely suggest getting that book. Also, Bastion Press' Arms & Armor also has some rules for intelligent magic items (and their abilities) being spread out.</p><p></p><p>But I think Weapons of Legacy has the most robust rules for having an item increase in power over the life of the character. I did ignore the costs and just had the items be the primary loot they gained, but I'm not positive I'd do it that way again. </p><p></p><p>And if you want to start off at 1st rather than 5th (which Weapons of Legacy does), just slide the chart down. They will be more powerful than a standard party of 1st level PCs, but not nearly as uber-powerful as you were already planning.</p></blockquote><p></p>
[QUOTE="kenmarable, post: 3422400, member: 40359"] [b]Weapons of Legacy[/b] I agree that I'd definitely scale it back and unlock powers as you go for a few reasons. 1) If you are using published adventures, they'll become a cakewalk. 2) That much magic power at that low of level completely overshadows class abilities. So the game becomes just about the *items* and much less about the *characters*. 3) Having a large power boost at one level (any level) and not having it advance at all is not nearly as fun as having something grow overtime. Each time something is unlocked it is new and interesting. Giving it all at once can start off overwhelming and then slide into boring. I did something similar to this with one of my groups, but I used the Weapons of Legacy rules. That worked great for having the items slowly grow and therefore stay interesting, as well as having the items not overwhelm the characters' own class abilities. I'd absolutely suggest getting that book. Also, Bastion Press' Arms & Armor also has some rules for intelligent magic items (and their abilities) being spread out. But I think Weapons of Legacy has the most robust rules for having an item increase in power over the life of the character. I did ignore the costs and just had the items be the primary loot they gained, but I'm not positive I'd do it that way again. And if you want to start off at 1st rather than 5th (which Weapons of Legacy does), just slide the chart down. They will be more powerful than a standard party of 1st level PCs, but not nearly as uber-powerful as you were already planning. [/QUOTE]
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