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Tell me about weapons of legacy
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 3086019" data-attributes="member: 12332"><p>Another addendum ...</p><p></p><p>I do think that some of the provided WoL are ... subpar. Design-wise. They actually serve to HEIGHTEN the gag-factor for players because, as shown, they'll do something like ... give a +1 Resistance to saves ... then give a -1 to saves ... which just says: "I'm churning water here."</p><p></p><p>Instead it would be better to design the items with non-other-item-bonuses ... swords that give +1 to saves and -1 to saves aren't that much fun. Swords that are better swords, or which give you some special bonus for fighting undead, or which cast an attack spell thematic to the sword, etc etc. Those are cool. Then it's just a -1 to Saves instead of churning water.</p><p></p><p>Poor unique item design for some of the items isn't to say the system is bad. If folks notice, I used mine to enhance what my character DOES, by using some of the more flavorful bonuses ... +1 to Cleric Level for turning undead, Undead Bane, Protection from Evil, etc. I didn't, say, add +2 Con (Hit points for the HP I lost ... ugh) or Random Spell 1/Day (to replace the spell slot I lose). It accentuates the anti-undead beatstick factor instead of trying to shore up its own penalties ... I take them, I ignore them.</p><p></p><p>It's probably more fun for players when they get to design their own. I'll say that. Especially when you can tie it to the adventure and write the history and all that other stuff. Or if you can tie the item into the adventure as the GM ...</p><p></p><p>For instance, in this Age of Worms campaign, I've been hoping we'd find like a Legacy item of the Wind Dukes that would have lightning and air powers and whatnot that would grow and tie itself to the game. </p><p></p><p>The designers sort of did a no-penalty thing by handing out an item early that appeared to be (and gave the bonuses of) a minor item ... then later when "something happens" it becomes a nicer item (if you weren't a sucker and sold it) ... but of course, when that happens, it's already accounted for in the total character wealth AND is of the appropriate level before you can do it, etc etc. Less treasure is given out to account for this item that's already there becoming "better".</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 3086019, member: 12332"] Another addendum ... I do think that some of the provided WoL are ... subpar. Design-wise. They actually serve to HEIGHTEN the gag-factor for players because, as shown, they'll do something like ... give a +1 Resistance to saves ... then give a -1 to saves ... which just says: "I'm churning water here." Instead it would be better to design the items with non-other-item-bonuses ... swords that give +1 to saves and -1 to saves aren't that much fun. Swords that are better swords, or which give you some special bonus for fighting undead, or which cast an attack spell thematic to the sword, etc etc. Those are cool. Then it's just a -1 to Saves instead of churning water. Poor unique item design for some of the items isn't to say the system is bad. If folks notice, I used mine to enhance what my character DOES, by using some of the more flavorful bonuses ... +1 to Cleric Level for turning undead, Undead Bane, Protection from Evil, etc. I didn't, say, add +2 Con (Hit points for the HP I lost ... ugh) or Random Spell 1/Day (to replace the spell slot I lose). It accentuates the anti-undead beatstick factor instead of trying to shore up its own penalties ... I take them, I ignore them. It's probably more fun for players when they get to design their own. I'll say that. Especially when you can tie it to the adventure and write the history and all that other stuff. Or if you can tie the item into the adventure as the GM ... For instance, in this Age of Worms campaign, I've been hoping we'd find like a Legacy item of the Wind Dukes that would have lightning and air powers and whatnot that would grow and tie itself to the game. The designers sort of did a no-penalty thing by handing out an item early that appeared to be (and gave the bonuses of) a minor item ... then later when "something happens" it becomes a nicer item (if you weren't a sucker and sold it) ... but of course, when that happens, it's already accounted for in the total character wealth AND is of the appropriate level before you can do it, etc etc. Less treasure is given out to account for this item that's already there becoming "better". --fje [/QUOTE]
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