Two questions

Twichyboy

First Post
Hello, I have just recently started a campaign with some friends as me as the DM, and i have two questions one about some basic rules and another about what i should do with a player,
First, Ive been reading the Weapons of legacy handbook and in it it says weapons that have a enhancement bonus of +2 cannot become legacy weapons, and my question is is anything above a +1 weapon magical normally? in my campaign i have been making weapons with +1's and +2's just made with better materials then iron, like for example anything made with "black iron" is automatically a +2 so does this mean i should not make a legacy weapon that is "Black iron"?

Second One of my players is very arrogant, and often gets the group in bad situations and does stuff that often puts himself and his group in danger such as getting horribly drunk during a large battle and then challenging a Gargantuan spider to a duel, and then putting a blindfold on during the duel for no reason and mind you this was while his character was "drunk" almost dooming the group and then complaining when i tell him that hes being unlawful by the way hes a monk and i'm not really sure what to do about it ive tied directly speaking to him about it but he always does more, thoughts?
 

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1) It is a general rule that a +1, +2, etc weapon is magically enchanted. A masterwork weapon is +1 to hit, but not damage. Once you move to +1 or more to both hit and damage, that requires magic. I hope that answers your question.

2) Everyone runs their game differently. What I would do is first of all not lecture him. If he chooses to make those decisions, make sure he feels the reasonable consequences of it. In other words, dueling a giant spider (BY HIMSELF) while blindfolded will end in his character's death. Then he can sit around and generate a new character while everyone else plays. Maybe even make him roll in a level lower than anyone else. He will figure out what is happening soon enough.
 

If he chooses to make those decisions, make sure he feels the reasonable consequences of it.
This. The two very important points of this are that actions have consequences and that those consequences are reasonable. It may be "just a game" but the game has rules in order to be challenging. It's important not to overreact as DM when someone acts like this player. He may be irritating you, but you still need to react appropriately.

Of course, if he's irritating the whole group and everyone is grumbling about it to you, but not to him, then I think it's fair to bring it up as a group of friends. It's not fair to everyone else if one person ruins the enjoyment of the game.
 

thanks for the help, yeah its a good idea to make him feel the consequences i just don't want the whole group to have to suffer for it at the same time,

also in regards to my first question, do you think the idea of making certain materials inherently have bonuses like adamantine being always +4 for example instead of just making them magical a good idea? the same rules would apply to having them have to be masterwork for them to become magical would still apply,
 

I think that's a fine idea...as long as you balance the costs. In 3.5 an Adamantine weapon (masterwork) would be 3,300gp.

A +4 weapon is 32,300gp!

The game is balanced with treasure rewards tied in to the challenge of the combats, so giving a +4 weapon (adamantine) to a 4th level guy would be pretty unbalancing.

So I think if you price it the same as a +4 weapon, then I really like the idea. If you don't, then you need to be aware of the effect that is going to have on the game.
 

also in regards to my first question, do you think the idea of making certain materials inherently have bonuses like adamantine being always +4 for example instead of just making them magical a good idea? the same rules would apply to having them have to be masterwork for them to become magical would still apply,
It's not a big deal as long as the magic and non-magical bonuses don't stack. If they do then you can take a +4 non-magical weapon, give it a +3 magical enhancement, and have a +7 weapon.

Non-magical bonuses will be a slight improvement in that they still work in anti-magic zones and can't be disjucted. At higher levels this can be very helpful. the downside is that a +2 non-magic weapon still needs a +1 magical enhancement before you can add extra abilities to it.
 

First off, let the disruptive guy die from dueling spiders blindfolded.

If the rest of the party suffers from it, tell them, "Well, if your monk hadn't killed himself, you would have been okay." Shrug and glance at the disruptive guy. "Maybe if you're lucky, Jack's next pc will be more cooperative."

If a group talk about it ensues, so much the better. Dude should learn to play well with others.

All else fails, kick him out. But that's a pretty last resort. I'd try social pressure first (as you say you've already done the one-on-one to no avail).

Regarding his not being lawful- what are the consequences for a monk changing from Lawful alignment? Enforce them.
 

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