Dragon-Rider
First Post
I'm going to be DMing for the first time in the near future. Since I've never done this before, I want to keep things as simple as possible so it will be a Core Books (3.5e) only campaign. I also went out and bought some published adventures.
All of the adventures have Legacy Weapons or Armor for the PCs to find. I like the idea of the PCs finding unique items that grow in power as they do, but I think some of the requirements to access the Legacy powers are counter-intuitive. For example, there's a weapon that requires the wielder to sacrafice Hit Points, Attack Bonus and Saving Throws. Why would any front line fighter want to sacrifice his/her survivability and reduce their chances of hitting things for a few nifty but not very powerful abilities? Pretty much all of the Legacy Items are this way. They are specifically tailored to a particular class (some more than others), they have counter-intuitive sacrifices, and the actual enchantments on the items don't keep up with what the PCs should be capable of buying based on the wealth by character level chart in the DMG. As they are described in the books, I don't think any of the players will want to use them, I certainly wouldn't.
Can anyone give me some general guidelines for altering Legacy items to make them more attractive to PCs but not making them so powerful that they outshine the wielder's class? Have you guys created your own Legacy items? If so, what was your strategy for assigning rituals, sacrifices, enchantments and powers to your Legacy items to keep them balanced? What should I do if the PCs wish to sell the Legacy items? Do I base the price off of their non-Legacy stats? How do you suggest I adjust the price to account for the Omen power or the history behind the item?
Thanks for your time,
Dragon-Rider
All of the adventures have Legacy Weapons or Armor for the PCs to find. I like the idea of the PCs finding unique items that grow in power as they do, but I think some of the requirements to access the Legacy powers are counter-intuitive. For example, there's a weapon that requires the wielder to sacrafice Hit Points, Attack Bonus and Saving Throws. Why would any front line fighter want to sacrifice his/her survivability and reduce their chances of hitting things for a few nifty but not very powerful abilities? Pretty much all of the Legacy Items are this way. They are specifically tailored to a particular class (some more than others), they have counter-intuitive sacrifices, and the actual enchantments on the items don't keep up with what the PCs should be capable of buying based on the wealth by character level chart in the DMG. As they are described in the books, I don't think any of the players will want to use them, I certainly wouldn't.
Can anyone give me some general guidelines for altering Legacy items to make them more attractive to PCs but not making them so powerful that they outshine the wielder's class? Have you guys created your own Legacy items? If so, what was your strategy for assigning rituals, sacrifices, enchantments and powers to your Legacy items to keep them balanced? What should I do if the PCs wish to sell the Legacy items? Do I base the price off of their non-Legacy stats? How do you suggest I adjust the price to account for the Omen power or the history behind the item?
Thanks for your time,
Dragon-Rider