paradox42 said:I was already planning on placing limits on esoteric abilities myself- though admittedly as part of the package deal of being able to purchase "higher" abilities for multiple lesser ones. I.e. if I allow a mortal to get a Divine ability by spending six feats, that's going to count against the number of esoterics the character is allowed to have. My inclination was to limit this to one, but I admittedly haven't investigated it heavily by building characters and seeing what comes out. Honestly, my two powergamer players are better at that sort of thing than I am, so maybe I should hand off the idea to them and see what they can come up with.
As for Artifacts, I would say that any limit on the abilities offered by a particular artifact should be dependent on the Artifact's maker- thus, if the Artifact is made by (or, being blunt, part of) a Deity, then it should be limited to at most one Cosmic ability regardless of how many equivalent Divine abilities the artifact is "worth." This is why artifacts are used, and why they are valuable: they allow the creator to bend or break limits like the one-esoteric-ability rule. Also, I would suggest that any artifact containing what would be, for the possessor, an esoteric ability, should carry drawbacks automatically and not always work as intended. The "power with a price" trope is cliché, but it's cliché for a reason. This, in turn, would prevent deities from loading their artifacts up with Cosmics to get power equivalent to a First One (but on that topic I should really take care to point out that a mere 8 Cosmics does not in fact grant the power of a First One, since the First One template itself grants a Transcendental ability and several other Cosmics the First One doesn't have to spend its own "slots" on), and would actually make them think carefully about loading up with more than one or two Cosmics at all.
mercucio said:And consider it to be promptly ignored.
mercucio said:You earned that artifact, you didn't find it lying on the street.
mercucio said:The drawbacks of artifacts were meant to prevent players from munching out when there was no limit to the # of artifacts they could possess (i.e. 1st-3.5). In IH artifacts are manifestation of your soul, and to put it quite simply: you EARNED those powers.
mercucio said:Now if it was some kind of relic you found during a divine adventure, drawbacks make perfect sense so the additional power it represents to the PC doesn't unduely wreck game balance.
No, we're not giving you mixed signals. We said straight out that their should be an increased cost for having esoterics on artifacts, like 1.33 or 1.5. Requiring a drawback is cumbersome and only complicates the game unnecessarily. While I suppose one could take a drawback to negate the cost multiplier for placing esoterics on an artifact, forcing players to have a drawback is pain for them and the DM. Also, even with a cost multiplier players should probally still be limited to 1 esoteric ability per artifact.Upper_Krust said:Hey guys!
But it makes perfect sense - it only applies to esoteric abilites.
I'm getting conflicting signals here guys. On the one hand its too easy to get cosmics powers beyond your station by putting them in artifacts, on the other hand you don't want such things limited. Which is it?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.