Preferred weapon -- are feats specific enough?

Patryn said:
Moreover, no matter how hard-pressed he gets, he'll never, ever sell it. It means too much to him.

That's what I miss. It just seems less and less common anymore. I blame item creation feats and computer games. And the communists. And flouride in the water supply.
 

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Rodrigo Istalindir said:
That's what I miss. It just seems less and less common anymore. I blame item creation feats and computer games. And the communists. And flouride in the water supply.

Have to say that coming at it from a module prospective, unless your GM ran White Plume Mountain and you got Black Razor, I saw and did many weapon upgrades of my own.

Keeping an item for sentinmental reasons is good role playing but not much sense.

I mean imagine if the police were required to upgrade their weapons and get new body armor and someone's like, "No man, my current gear is sentimental." He'd be laughed off the force.

Roleplaying does not necessarily mean you have to be stupid in your sentimentality. As others have mentioned, you can have your weaposn upgraded. Even better, if you use something like Artifacts of the Ancients, your weapons grow with you in the first place.
 

My current character has taken the golf bag idea and ran with it. She has tons of weapons, but the more she collects the more selective she becomes. It seems that, eventually, she'll be outfitted with 4 scimitars, 1 pair steel human bade and the other pair cold iron, a pair of cold iron stilettos (1d4 20/x4 non throwable daggers), a silver dagger, a cold iron light mace, a comosit shortbow with silver, steel and cold iron arrows, and a wand that does lightning/negitive energy damage. She couldn't carry all that without her cloak with a 5 cupic foot extradimentional space inside it, though.

If it needs special materials to be hurt, she'll carry special materials. Doesn't bother her (except that special materials take a lot longer to craft).

- Kemrain the Golf Bagger.
 

Rodrigo Istalindir said:
That's what I miss. It just seems less and less common anymore. I blame item creation feats and computer games. And the communists. And flouride in the water supply.

Maybe it's just me, but did you read what I wrote?

The Item Creation feats mean that I don't ever have to trade in my rapier. I can get it magicked up as my character goes up in level!

Before, if I needed a +3 rapier, I had to get a new one. And believe you me, I needed a +3 rapier or I'd do 0 damage to any "level-appropriate" enemy (remember the old, "Can only be harmed by weapons of +3 and greater"?). And my old masterwork rapier would sit on a shelf, alone and forgotten.
 

I allow weapons to be upgraded as the game goes on. So often times a PC will use the same weapon as his primary weapon for a large portion (or the entirity) of his carreer.
 

JoeGKushner said:
Keeping an item for sentimental reasons is good role playing but not much sense.

I mean imagine if the police were required to upgrade their weapons and get new body armor and someone's like, "No man, my current gear is sentimental." He'd be laughed off the force.

I've seen this attitude before. A half-dragon dwarf Paragon of Police Enforcement from the 13th Precinct was given the opportunity to swap his Demonic Pepper Spray +3 (+5 vs. Pimps), which he had used since he was a beat cop, and he didn't give a second thought to picking a more generic +4 Billy Club because it had a better bonus across a wider range of situations.

:\ But there's no telling for individual tastes, eh?
 

Driddle said:
I've seen this attitude before. A half-dragon dwarf Paragon of Police Enforcement from the 13th Precinct was given the opportunity to swap his Demonic Pepper Spray +3 (+5 vs. Pimps), which he had used since he was a beat cop, and he didn't give a second thought to picking a more generic +4 Billy Club because it had a better bonus across a wider range of situations.

:\ But there's no telling for individual tastes, eh?

Roleplaying is great but it's in the context of a game where mechanical bonuses are very useful for survival. Roleplaying to the exclusion of getting yourself killed is great role playing but a bit grandstanding no?

"Ah, if only Helmok had taken the +4 long sword bane against demons instead of keeping his +1 sword..."

For better or worse things escalate in standard D&D campaigns. In other settings like Black Company or Lankhimar, it wouldn't be a question of any escalation, merely of finding a weapon.
 

But I kinda miss the old days, where we were lucky to get a magic sword, much less one tailored exactly the way we wanted it. And we used it for level after level -- no trading in the +1s for a +2 as soon as we could afford it. No magic shops, precious few places where you could get a custom item made. A magic weapon was rare -- you named it, the bards told tales of it, If you lost it, you moved heaven and earth to regain it. Your weapon was a part of your character in a way that its not, anymore, except for the odd kesai-like classes where abilities are tied to a specific weapon.
The more common version:

"But I kinda miss the old days, where we found a magic sword in every adventure, so it was foolish to specialize in any weapon other than longsword. And we used it for level after level -- until we found the +2 sword and just put the +1 in storage (read: back of the character sheet). No magic shops [just like nowadays], no place where you could get a custom item made. A magic sword was common adventure treasure -- you named it "sword +X", bards collected them. You couldn't lose it, because there were no official rules for disarming and sundering aside from various house rules for fumbles. But if you did lose it, you looked on the back of your character sheet for the backup sword. Your weapon was a part of your character sheet that gave you a bonus on your to hit roll and damage, except for those items your DM specially created for you to find and think special because you knew it was directly designed for you to find."

All these "in the good ole days" complaints bare little resemblance to the actuality of common experiences.

Quasqueton
 

Quasqueton said:
All these "in the good ole days" complaints bare little resemblance to the actuality of common experiences.

Quasqueton

As written in adventure modules I'd agree. As adventurers became higher, the loot became higher.

As done by individual GMs?

YMMV and all that.
 

As done by individual GMs?

YMMV and all that.
The seemingly commonly accepted concept of "magic was rare and wonderous in early editions of AD&D1/2" can be proven patently untrue by looking at the actual published materials of the edition. So of course, lets not look at the published material.

The argued concept of "magic is common and mechanical in D&D3" can be proven patently untrue by looking at the actual published material of the edition. So of course, lets make unfounded generalities with no basis in actual published material.

If we can't look at the published game materials as evidence of how the game was/is at least set up to be played, then we are just discussing our own personal house rules and game style -- not the game system itself.

Quasqueton
 

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