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Questions about the bonded weapon for a bard (arcane duelist)
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<blockquote data-quote="Wik" data-source="post: 5819663" data-attributes="member: 40177"><p>Fun fact for anyone who is thinking of running a Dark Sun campaign: Do it, but prepared to rewrite half of the rules to do so. Also, just when you think you're done, a side case appears. </p><p></p><p>As the DM in question, I figure I'll post my rulings here, and let people pick them apart for holes. I'm nice like that. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>That is a big deal, especially the masterwork part. I'm going to say that this does not apply in our game, and that you can choose to bond with any single item, that you already have in your possession. </p><p></p><p>Justification: Weapons in my campaign are expensive, and the group, at 4th level, has yet to have even a masterwork item. The intent of this rule is to have only weapons that are slightly better than average be the recipient of this rule, and also to take up a slot that could otherwise be spent on a magic item.</p><p></p><p>In my campaign, magic items are rare (there are about three in the party so far? If that?), so there's less issue with item slots, and no weapon has a magical attack bonus, so this masterwork bonus issue is less of an issue. </p><p></p><p>Letting a PC acquire an item out of thin air is a bad idea in the campaign. Especially an item that would be the equivalent of a magical masterwork longsword - easily the best item the group has encountered yet. </p><p></p><p></p><p></p><p>We can waive that rule. You're never going to have the chance to make it out of adamantine or cold iron, and I don't think the game really cares too much if it's made out of bone. For that matter, I don't really mind if you use your obsidian longsword for the purposes of this... in fact, it would kind of make sense, as it's already a minor magic item that your bard's been carrying around for a while in-game. </p><p></p><p></p><p></p><p>The way I read it, you're kind of screwed here. From the SRD:</p><p></p><p></p><p></p><p>That suggests you need to be holding the thing in your hand. However, I think this is a case where the original intent no longer applies with your variation. Because the original rule is implying that the weapon is a dagger or a sling or staff (or something else a wizard would carry), while you're using it with a sword, and, thankfully, don't want to be shooting lightning bolts out of it like a frickin' power ranger.</p><p></p><p>So a compromise. You need to be touching your item to cast spells, and the hand that you are using to do so is not used in the casting process. Basically, you touch your blade with one hand, and cast with the other. This has almost the same mechanical effect, without having the stupid visual effect of you waving your sword in the air any time you wanna do something cool.</p></blockquote><p></p>
[QUOTE="Wik, post: 5819663, member: 40177"] Fun fact for anyone who is thinking of running a Dark Sun campaign: Do it, but prepared to rewrite half of the rules to do so. Also, just when you think you're done, a side case appears. As the DM in question, I figure I'll post my rulings here, and let people pick them apart for holes. I'm nice like that. ;) That is a big deal, especially the masterwork part. I'm going to say that this does not apply in our game, and that you can choose to bond with any single item, that you already have in your possession. Justification: Weapons in my campaign are expensive, and the group, at 4th level, has yet to have even a masterwork item. The intent of this rule is to have only weapons that are slightly better than average be the recipient of this rule, and also to take up a slot that could otherwise be spent on a magic item. In my campaign, magic items are rare (there are about three in the party so far? If that?), so there's less issue with item slots, and no weapon has a magical attack bonus, so this masterwork bonus issue is less of an issue. Letting a PC acquire an item out of thin air is a bad idea in the campaign. Especially an item that would be the equivalent of a magical masterwork longsword - easily the best item the group has encountered yet. We can waive that rule. You're never going to have the chance to make it out of adamantine or cold iron, and I don't think the game really cares too much if it's made out of bone. For that matter, I don't really mind if you use your obsidian longsword for the purposes of this... in fact, it would kind of make sense, as it's already a minor magic item that your bard's been carrying around for a while in-game. The way I read it, you're kind of screwed here. From the SRD: That suggests you need to be holding the thing in your hand. However, I think this is a case where the original intent no longer applies with your variation. Because the original rule is implying that the weapon is a dagger or a sling or staff (or something else a wizard would carry), while you're using it with a sword, and, thankfully, don't want to be shooting lightning bolts out of it like a frickin' power ranger. So a compromise. You need to be touching your item to cast spells, and the hand that you are using to do so is not used in the casting process. Basically, you touch your blade with one hand, and cast with the other. This has almost the same mechanical effect, without having the stupid visual effect of you waving your sword in the air any time you wanna do something cool. [/QUOTE]
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