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General Tabletop Discussion
*Pathfinder & Starfinder
Magical Threshold for PCs: Some Crunch, Some Fluff
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<blockquote data-quote="Samhaine" data-source="post: 4172467" data-attributes="member: 4873"><p>I really like this idea, and it should make some of the ideas I had for my 4e campaign much easier to implement. I may have to tweak it somewhat, since I will, in fact, have the PCs going into the tombs of much higher level characters early on (they're special in that they're not barred from entering certain ancient holy ruins, unlike everything else in the world).</p><p></p><p>Some possible modifications, that might work in some games better than others:</p><p></p><p>Whenever you attune a memory weapon and/or use it long enough that your memories/bonuses get impressed upon it, it serves as a sympathetic connection to you. It's unwise to pass it on before your death, as wizards that wish you harm may use it to cast spells on you at great range. This may just be an adventurer superstition, or there may be rituals to use the attuned weapons against their owners, but either way it should cut down on constantly powering up new weapons to award to henchmen.</p><p></p><p>Pre-owned memory weapons may require unearthing the deeds of their owners and living up to their legacy to reward their full powers. That +5 Radiant Holy Avenger of the epic paladin wielded by the 1st level paladin may be slightly better than a normal weapon appropriate to his level, and gains its powers back as she finds his writings in tombs and proves through trials that she is following his path. This re-acquisition of powers should be faster than getting a fresh sword and impressing new powers into it.</p><p></p><p>Newly forged weapons give the player much more leeway in suggesting powers. DMs should always be on the lookout for interesting scenarios to power up the sword. If the player wants it Flaming, there should be an opportunity to stab it directly into the heart of a red dragon in a heroic moment. This leeway is imparted on legacy weapons once the PC has passed the power of the previous owner and truly made the weapon his own.</p><p></p><p>Weapons can turn on their owners, subtly or overtly, if the owner loses faith or otherwise dramatically changes his personality. The epic paladin sword might not be the remains of a dead hero, but the last legacy of a fallen knight that cast it aside on taking up a blade more suited to a blackguard. And, with the attunement idea, it can serve as a tool to talk the blackguard back from the brink, or bypass his unholy defenses.</p></blockquote><p></p>
[QUOTE="Samhaine, post: 4172467, member: 4873"] I really like this idea, and it should make some of the ideas I had for my 4e campaign much easier to implement. I may have to tweak it somewhat, since I will, in fact, have the PCs going into the tombs of much higher level characters early on (they're special in that they're not barred from entering certain ancient holy ruins, unlike everything else in the world). Some possible modifications, that might work in some games better than others: Whenever you attune a memory weapon and/or use it long enough that your memories/bonuses get impressed upon it, it serves as a sympathetic connection to you. It's unwise to pass it on before your death, as wizards that wish you harm may use it to cast spells on you at great range. This may just be an adventurer superstition, or there may be rituals to use the attuned weapons against their owners, but either way it should cut down on constantly powering up new weapons to award to henchmen. Pre-owned memory weapons may require unearthing the deeds of their owners and living up to their legacy to reward their full powers. That +5 Radiant Holy Avenger of the epic paladin wielded by the 1st level paladin may be slightly better than a normal weapon appropriate to his level, and gains its powers back as she finds his writings in tombs and proves through trials that she is following his path. This re-acquisition of powers should be faster than getting a fresh sword and impressing new powers into it. Newly forged weapons give the player much more leeway in suggesting powers. DMs should always be on the lookout for interesting scenarios to power up the sword. If the player wants it Flaming, there should be an opportunity to stab it directly into the heart of a red dragon in a heroic moment. This leeway is imparted on legacy weapons once the PC has passed the power of the previous owner and truly made the weapon his own. Weapons can turn on their owners, subtly or overtly, if the owner loses faith or otherwise dramatically changes his personality. The epic paladin sword might not be the remains of a dead hero, but the last legacy of a fallen knight that cast it aside on taking up a blade more suited to a blackguard. And, with the attunement idea, it can serve as a tool to talk the blackguard back from the brink, or bypass his unholy defenses. [/QUOTE]
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Magical Threshold for PCs: Some Crunch, Some Fluff
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