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<blockquote data-quote="fuindordm" data-source="post: 251810" data-attributes="member: 5435"><p><strong>Legendary Items</strong></p><p></p><p></p><p></p><p>Well, Earthdawn has a really nice justification for the source of magical power and magical items in its campaign setting. Essentially, magical power comes from one's "fame factor". If you build yourself up into a legendary hero by doing lots of things that people tell stories about, you have more magical power. If a sword gets used to slay a unique and powerful dragon and starts to grow its own legend, then it might turn into a Dragon Bane sword. Under such a system, hereditary items could become very powerful indeed.</p><p></p><p>A gloss on these rules relates the character's "hero factor" to the powers that can be unlocked in a magical item--a bit Middle-Earth in that sense. So Joe Blow the unknown fighter might find a legendary sword, and the Bard might recognize it for what it is; but it just acts like a masterwork sword for him until his own legend/karma/character level grows strong enough to unlock greater powers. Maybe the first act of heroism is enough to make it work like a +1 sword, and he has to slay a dragon himself before it becomes a dragon bane for him.</p><p></p><p>I don't think it would take too much effort to add this rationale to some game mechanic like the item creation feats or the Samurai (OA) hereditary weapons class ability, and allow characters to exchange gold/xp/legend points/hero points for superior magical items. The Earthdawn rationale also adds some of its own mystique, in that the powers gained by the tools are always related to the character's personal story. This doesn't rule out "found items" with their own legends, of course.</p><p></p><p>I highly recommend Earthdawn as a source of ideas for any DM--it's a very high-magic world, and very well thought out. I played in it for a few months, and grew dissatisfied with many of its mechanics, but the other material is really top-notch stuff.</p><p></p><p>--Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 251810, member: 5435"] [b]Legendary Items[/b] Well, Earthdawn has a really nice justification for the source of magical power and magical items in its campaign setting. Essentially, magical power comes from one's "fame factor". If you build yourself up into a legendary hero by doing lots of things that people tell stories about, you have more magical power. If a sword gets used to slay a unique and powerful dragon and starts to grow its own legend, then it might turn into a Dragon Bane sword. Under such a system, hereditary items could become very powerful indeed. A gloss on these rules relates the character's "hero factor" to the powers that can be unlocked in a magical item--a bit Middle-Earth in that sense. So Joe Blow the unknown fighter might find a legendary sword, and the Bard might recognize it for what it is; but it just acts like a masterwork sword for him until his own legend/karma/character level grows strong enough to unlock greater powers. Maybe the first act of heroism is enough to make it work like a +1 sword, and he has to slay a dragon himself before it becomes a dragon bane for him. I don't think it would take too much effort to add this rationale to some game mechanic like the item creation feats or the Samurai (OA) hereditary weapons class ability, and allow characters to exchange gold/xp/legend points/hero points for superior magical items. The Earthdawn rationale also adds some of its own mystique, in that the powers gained by the tools are always related to the character's personal story. This doesn't rule out "found items" with their own legends, of course. I highly recommend Earthdawn as a source of ideas for any DM--it's a very high-magic world, and very well thought out. I played in it for a few months, and grew dissatisfied with many of its mechanics, but the other material is really top-notch stuff. --Ben [/QUOTE]
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