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Tell me about weapons of legacy
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<blockquote data-quote="pawsplay" data-source="post: 3087244" data-attributes="member: 15538"><p>WoL was intended to supplant the "golf bag of weapons," but it actually makes it worse. Since your main weapon is now a +5 silver longsword, or maybe just a +5 longsword, that gives you +8 to Perform (spoons) and resistance to fire 10, you absolutely must have cold iron, silver, and adamantine weapons, plus oils of magic weapon, bless weapon, etc. Oh, yeah, and while you're using that cold iron morningstar you have oiled to be a +3 holy weapon, you're still carrying around "character costs." If there is one weapon destined to be sold at a yard sale, it's the legacy weapon. Epic legacy costs are punitive, so you can be sure that even if a character carries one until he's 20th level, it's going bye-bye not long after. Legacy weapons are especially bad for two weapon fighters, who take penalties to BAB for their attacks but only get bonuses on their primary weapon. And if the PCs decide to give two of their WoL to one character? Nerf city, here I come.</p><p></p><p>There are some substantial rules problems. For instance, the book makes use of Knowledge (history). Wrong, that is. Knowledge checks don't allow retries, and the DCs are prohibitively high. Knowledge skills in D&D are not for research, they are for knowing and recognizing things, which means unlocking legacy abilities is not a painstaking task, but a spin on the roulette wheel.</p><p></p><p>Some of the items are dumb. Bullybasher's Gauntlets? </p><p></p><p>The huge GP costs associated with unlocking strain belieavability. I'm spending 5000 gp to go burn incense on a mountaintop? What, does the incense have Pelor's cord blood in it or something?</p></blockquote><p></p>
[QUOTE="pawsplay, post: 3087244, member: 15538"] WoL was intended to supplant the "golf bag of weapons," but it actually makes it worse. Since your main weapon is now a +5 silver longsword, or maybe just a +5 longsword, that gives you +8 to Perform (spoons) and resistance to fire 10, you absolutely must have cold iron, silver, and adamantine weapons, plus oils of magic weapon, bless weapon, etc. Oh, yeah, and while you're using that cold iron morningstar you have oiled to be a +3 holy weapon, you're still carrying around "character costs." If there is one weapon destined to be sold at a yard sale, it's the legacy weapon. Epic legacy costs are punitive, so you can be sure that even if a character carries one until he's 20th level, it's going bye-bye not long after. Legacy weapons are especially bad for two weapon fighters, who take penalties to BAB for their attacks but only get bonuses on their primary weapon. And if the PCs decide to give two of their WoL to one character? Nerf city, here I come. There are some substantial rules problems. For instance, the book makes use of Knowledge (history). Wrong, that is. Knowledge checks don't allow retries, and the DCs are prohibitively high. Knowledge skills in D&D are not for research, they are for knowing and recognizing things, which means unlocking legacy abilities is not a painstaking task, but a spin on the roulette wheel. Some of the items are dumb. Bullybasher's Gauntlets? The huge GP costs associated with unlocking strain belieavability. I'm spending 5000 gp to go burn incense on a mountaintop? What, does the incense have Pelor's cord blood in it or something? [/QUOTE]
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