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New Spell - Enchantment Transfer
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<blockquote data-quote="N'raac" data-source="post: 5783480" data-attributes="member: 6681948"><p>Mad Hamish sets out the issue - a character designed to use a specific weapon isn't going to easily grab up a different one, even if it has a great backstory. That Great Item with all that Backstory getting changed from a Mace to a Falchion seems at worst equal to it being stuffed in a backpack, only occasionally remarked upon as the play reviews his encumbrance and sees he's still carrying that Mace with a three page backstory, or being sold for whatever cash it can generate.</p><p></p><p></p><p></p><p>I could see requiring the caster have a Craft Items feat, or even the appropriate Craft Item feat, to move an enchantment. They still benefit from not needing the materials (cost) or the crafting time, so the spell remains useful.</p><p></p><p>Speaking of the feats, assuming your PC's have item creation feats, then "every magical item" can't have that legendary backstory - I just created this magical short sword yesterday! </p><p></p><p>Do your PC's ever fight human/humanoid opponents? If they lack magic items, how credible a threat are they? Their CR is based on them following the wealth per level rules, aren't they? Just how many "Legendary Magic Items" can one game contain without becoming laughable that the PC group has over 100 such legendary items?</p><p> </p><p>As I said, I prefer a game where the PC's are the stars, and the setting exists to highlight them. Sticking the Falchion expert with the Great Mace of Mystery doesn't focus on his strengths.</p><p></p><p>Lots of other valid approaches exist. The characters could be plunked down in the middle of the world, wander where they wish, hear the rumours abounding in that region and decide what to investigate. And if their 2nd level characters stumble into a dungeon intended for 17th level characters, well, perhaps their next characters will be more prudent. Maybe the 17th level party cleans out a rapid sequence of 1st and 2nd level dungeons.</p><p></p><p>I prefer a game with more of a plot, and characters who have goals that go beyond killing, looting and becoming more powerful for the sole sake of becoming more powerful, but my preferences are far from universal.</p></blockquote><p></p>
[QUOTE="N'raac, post: 5783480, member: 6681948"] Mad Hamish sets out the issue - a character designed to use a specific weapon isn't going to easily grab up a different one, even if it has a great backstory. That Great Item with all that Backstory getting changed from a Mace to a Falchion seems at worst equal to it being stuffed in a backpack, only occasionally remarked upon as the play reviews his encumbrance and sees he's still carrying that Mace with a three page backstory, or being sold for whatever cash it can generate. I could see requiring the caster have a Craft Items feat, or even the appropriate Craft Item feat, to move an enchantment. They still benefit from not needing the materials (cost) or the crafting time, so the spell remains useful. Speaking of the feats, assuming your PC's have item creation feats, then "every magical item" can't have that legendary backstory - I just created this magical short sword yesterday! Do your PC's ever fight human/humanoid opponents? If they lack magic items, how credible a threat are they? Their CR is based on them following the wealth per level rules, aren't they? Just how many "Legendary Magic Items" can one game contain without becoming laughable that the PC group has over 100 such legendary items? As I said, I prefer a game where the PC's are the stars, and the setting exists to highlight them. Sticking the Falchion expert with the Great Mace of Mystery doesn't focus on his strengths. Lots of other valid approaches exist. The characters could be plunked down in the middle of the world, wander where they wish, hear the rumours abounding in that region and decide what to investigate. And if their 2nd level characters stumble into a dungeon intended for 17th level characters, well, perhaps their next characters will be more prudent. Maybe the 17th level party cleans out a rapid sequence of 1st and 2nd level dungeons. I prefer a game with more of a plot, and characters who have goals that go beyond killing, looting and becoming more powerful for the sole sake of becoming more powerful, but my preferences are far from universal. [/QUOTE]
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