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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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<blockquote data-quote="FireLance" data-source="post: 2775345" data-attributes="member: 3424"><p>I guess that's the core of it. I would rather spend the full price of the item, than take a bunch of miscellaneous penalties to use it on the cheap. I like the idea of a magic item that has a cool history and thematically linked abilities that will grow in power with the user, but I don't like how the user has to "pay" for these abilities through attack penalties, saving throw penalties, loss of hit points, skill points, spell slots, etc.</p><p></p><p>I can see why the weapons were designed this way. In a "standard" D&D campaign, if only one player has a weapon of legacy, you can't take him aside after he levels and tell him that the extra powers gained by the weapon are worth an extra 4,000 gp, so even though the party got 20,000 gp in the last adventure, the other three guys get 6,000 gp and he only gets 2,000 gp. So, to balance the growing power of the weapon in a party where treasure is split equally, the guy who owns it has to take a hit somewhere else.</p><p></p><p>What I think should have been added is a way to remove the penalties by spending gold, maybe on a "legacy offset ritual" or something like that, so that the balance is retained. Don't want to make attack rolls at -1 to hit? Spend 5,000 gp and it goes away. If the attack penalty goes up to -2, spend another 15,000 gp (total 20,000 gp or 5,000 gp times penalty squared) and you're attacking as normal again.</p><p></p><p>My current, completely unofficial system, is 5,000 gp times penalty squared for attack roll, skill check and caster level penalties, 2,500 gp times penalty squared for saving throw penalties, 1,250 gp times penalty squared for a penalty to a single saving throw, 1,000 gp times spell level squared for spell slot loss, and 100 gp times cumulative loss squared for hit point and skill point loss.</p></blockquote><p></p>
[QUOTE="FireLance, post: 2775345, member: 3424"] I guess that's the core of it. I would rather spend the full price of the item, than take a bunch of miscellaneous penalties to use it on the cheap. I like the idea of a magic item that has a cool history and thematically linked abilities that will grow in power with the user, but I don't like how the user has to "pay" for these abilities through attack penalties, saving throw penalties, loss of hit points, skill points, spell slots, etc. I can see why the weapons were designed this way. In a "standard" D&D campaign, if only one player has a weapon of legacy, you can't take him aside after he levels and tell him that the extra powers gained by the weapon are worth an extra 4,000 gp, so even though the party got 20,000 gp in the last adventure, the other three guys get 6,000 gp and he only gets 2,000 gp. So, to balance the growing power of the weapon in a party where treasure is split equally, the guy who owns it has to take a hit somewhere else. What I think should have been added is a way to remove the penalties by spending gold, maybe on a "legacy offset ritual" or something like that, so that the balance is retained. Don't want to make attack rolls at -1 to hit? Spend 5,000 gp and it goes away. If the attack penalty goes up to -2, spend another 15,000 gp (total 20,000 gp or 5,000 gp times penalty squared) and you're attacking as normal again. My current, completely unofficial system, is 5,000 gp times penalty squared for attack roll, skill check and caster level penalties, 2,500 gp times penalty squared for saving throw penalties, 1,250 gp times penalty squared for a penalty to a single saving throw, 1,000 gp times spell level squared for spell slot loss, and 100 gp times cumulative loss squared for hit point and skill point loss. [/QUOTE]
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