Lonely Tylenol
First Post
From what I remember, the penalties for spellcasters weren't as annoying as those for melee characters. Losing a spell slot at each level isn't too bad, if you get two spells at each level 3/day without threatening any AoOs in return. The legacy Staff of Power is cake. In fact, most of the ones I liked were the ones that aren't weapons, but staves, rings, holy symbols, etc.HeapThaumaturgist said:Personally, I think the WoL IDEA is pretty good.
I think people's dislike is really just knee-jerk. It's like Free Stuff. Once somebody has gotten something for free, even if they'd have paid for it before hand, they're totally unwilling to pay for it.
Once somebody has gotten a +5 Will Save, taking a -1 to Will Saves ... hell, chop off their character's arm, brand him with irons, take all of his magical gear, but you can't seriously give him a -1 to Will Saves!!!
Functionally, the penalties end up being alot like dipping into a PrC, but without alot of the hidden costs. If you dipped into a PrC with 0.75 BAB, you'd have LESS BAB than you would if you'd taken full fighter. Now, if you take a -1 to attacks, functionally they're quite similar ... but yet you still keep on track for iterative attacks, qualities that depend on BAB (Imp. Critical or some other PrC).
Some of them eat Spell Slots. You lose a 3rd level spell slot. "HOLY SHNIKIES, NOOOOOO!!" ... again, similar to dipping into a PrC with partial progression, but MUCH less punative. You still have full Caster Level for overcoming SR, for damage attacks ... AND, 9 times out of 10, the weapon gives you a SLA of the same level a level or two later. So really, you're just being forced to memorize a certain spell per day AND you get to cast it as an SLA (which has some benefits attached).
Most of the weapons are like PrCs ... they give some stuff that a very particular character would love, but are sub-standard for another type ... one guy might love giving up 1 2nd level slot for CLW as a SLA 3/Day. Another guy might break down and cry.
--fje
Losing attack bonuses, losing hit points, having to cough up skill points if you're a fighter...these things are more trouble if your purpose is to hit things and soak damage, which it is, if you're a melee guy. And as someone pointed out, a 20th level character can have a +5 weapon with +5 worth of special abilities, or he can have a +2 to hit/+5 damage legacy weapon that lets him cast Daylight 3/day and walk on walls and turn water into wine for the cost of 20 hit points, -3 to all saves and having to perform three ridiculous rituals that usually involve putting the campaign on hold so you can travel somewhere and do something specific.
I think the mechanic just works better for spellcasters. It's essentially levels of Archmage anyway. Trade in a spell slot for spell-like abilities. Groovy.
edit: Also, wasn't there some sort of mechanic that said that your ability to even use the weapon hinged on being able to locate someone who could make a DC 35 Knowledge (history) check?
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