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General Tabletop Discussion
*Dungeons & Dragons
Legendary Magic Items - your experiences?
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<blockquote data-quote="Irda Ranger" data-source="post: 7370235" data-attributes="member: 1003"><p>Legendary items are cool as hell.</p><p></p><p>Look, the DM can throw unlimited monsters of any CR at the party. The DMG encounter guidelines are not a gun held to your head. There is no way to "break" the game by handing out legendary items. The only consequence is ... you are now expected to do legendary things. And that frickin' rocks. Sing, oh muse, of the deeds of Achilles! Tell us now, of the labors of Hercules!</p><p></p><p>It's just about managing player expectations, running the game people want to play, and being fair between and among your players. Legendary items can be a problem if the players want to be Aragorn instead of Hercules, or if they want gritty noir instead of legendary myth, or if you give two legendary items to one player and he makes all the other players stand in the shade. But those are problems with game management, not problems with the items per se.</p><p></p><p>One thing I like to do with legendary items is every NPC reacts to them. You're not just some schlub adventurer now. You're the wielder of Excalibur. That means something. There are prophecies about this. Kings will know fear. The oppressed will know hope. The Rogues Guilds will see opportunities. Stuff happens.</p><p></p><p>If you've ever read The Wheel of Time, a legendary items is an excuse for the DM to treat the players like <em>ta'veren</em>.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 7370235, member: 1003"] Legendary items are cool as hell. Look, the DM can throw unlimited monsters of any CR at the party. The DMG encounter guidelines are not a gun held to your head. There is no way to "break" the game by handing out legendary items. The only consequence is ... you are now expected to do legendary things. And that frickin' rocks. Sing, oh muse, of the deeds of Achilles! Tell us now, of the labors of Hercules! It's just about managing player expectations, running the game people want to play, and being fair between and among your players. Legendary items can be a problem if the players want to be Aragorn instead of Hercules, or if they want gritty noir instead of legendary myth, or if you give two legendary items to one player and he makes all the other players stand in the shade. But those are problems with game management, not problems with the items per se. One thing I like to do with legendary items is every NPC reacts to them. You're not just some schlub adventurer now. You're the wielder of Excalibur. That means something. There are prophecies about this. Kings will know fear. The oppressed will know hope. The Rogues Guilds will see opportunities. Stuff happens. If you've ever read The Wheel of Time, a legendary items is an excuse for the DM to treat the players like [I]ta'veren[/I]. [/QUOTE]
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Legendary Magic Items - your experiences?
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