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<blockquote data-quote="Lonely Tylenol" data-source="post: 2775229" data-attributes="member: 18549"><p>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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Lonely Tylenol, post: 2775229, member: 18549"] 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. 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? [/QUOTE]
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