Weapons of Legacy: Balancing levelled items

MerricB

Eternal Optimist
Supporter
The system used in Weapons of Legacy for dealing with these powerful items seems to be one of the most controversial that Wizards has come up with... if not the most controversial.

To summarise: You have an item that initially appears as a fairly standard masterwork or magic item. However, as you gain levels and perform various rituals, you unlock various new abilities of the item. The drawback is that you slowly incur greater and greater penalties to significant abilities: attacks, skill checks, skill points, spell-slots, caster levels and hit points.

For those looking for specific examples, here they are:

Bloodcrier's Hammer - large +1 warhammer; fighters, barbarians, rangers
Bow of the Black Archer - +1 longbow; rangers, clerics of Shevarash
Exordius - +1 longsword; paladins or militant clerics

I (and my players) rather like Weapons of Legacy. That doesn't mean the penalties are always correct in application. Let's have a look at some of the items:

Bloodcrier's Hammer
At 5th level: 2,200 gp ritual cost, 2,324 weapon cost. Total cost: 4,524 gp.

The weapon is, at this point, a +2 warhammer (approx. 8000 gp value). You've had to go and perform a ritual (defeat an earth-subtype creature), so possibly the ritual costs are higher. You also need a BAB of 2 (easy!), Speak Dwarven and 2 ranks in Knowledge (history). Not too hard. Oh, it's a large weapon, but a goliath isn't hurting yet.

At 10th level: 4,524 gp total cost; -1 attack penalty, -1 saves, -6 hp.

The weapon has remained a +2 warhammer, but the attack penalty reduces that to a +1 for attacking purposes. (so, a 2000 gp weapon). You've gained the following abilities:
* At Will - Detect Earth Creature
* 1/day - Knock
* 1/day - Enlarge Person (self)
* Continuous - Sustenance whilst underground
* Continuous - Feather Fall

At 11th level, the next ritual: 12500 gp cost; total cost: 17,024 gp
The weapon becomes a +3 warhammer [18000 gp], but the -1 penalty (as above) remains. Let's call it a +2 weapon, and we get 8000 gp. It's looking a little underpowered at this level.

At 16th level, the maximum before the next ritual:
17,024 total cost; -2 attack penalty; -2 saves; -10 hp.
* +4 warhammer
* at will - Detect Earth Creature, Enlarge Person (self)
* 1/day - Knock; Meld Into Stone
* +2 resistance bonus on all saves (cancels the save penalty. :))

Right. Enlarge self at will is looking rather good, but an effective +2 warhammer isn't that scary. Mind you, Knock, Meld into Stone and Enlarge Self at will is probably worth 8000 gp... but on this item?

17th level, the next ritual, another 40,500 gp. (Eep!)
47,524 total cost, -2 attack penalty; -2 saves; -10 hp
* +5 warhammer
* at will - Detect Earth Creature, Enlarge Person (self)
* 1/day - Knock; Meld Into Stone
* +2 resistance bonus on all saves
* weapon under effect of obscure object (CL 15)

There's a big whack of GP to be made up here. It isn't.

20th level, maximum.
47,524 total cost; -2 attack penalty, -3 saves, -16 hp
* +5 warhammer
* at will - Detect Earth Creature, Enlarge Person (self)
* 2/day - Wall of Stone
* 1/day - Knock; Meld Into Stone
* continuous: freedom of movement
* +2 resistance bonus on all saves
* weapon under effect of obscure object (CL 15)
* +1 enhancement and +1d6 damage against Earth-subtype creatures

I suppose, if I try very hard, I can assume that it has the "bane" ability and is the equivalent of a +4 warhammer. (32,000 gp). Except that it doesn't. There's an assumption with this weapon that you'll be using it in a game where you're under attack from the Elemental Plane of Earth that limits its use in quite an astonishing way.

Verdict on the Hammer: Too many non-core special abilities, not enough useful smiting power.

More to come later...

Cheers!
 

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MerricB said:
The system used in Weapons of Legacy for dealing with these powerful items seems to be one of the most controversial that Wizards has come up with... if not the most controversial.

To summarise: You have an item that initially appears as a fairly standard masterwork or magic item. However, as you gain levels and perform various rituals, you unlock various new abilities of the item. The drawback is that you slowly incur greater and greater penalties to significant abilities: attacks, skill checks, skill points, spell-slots, caster levels and hit points.

For those looking for specific examples, here they are:

Bloodcrier's Hammer - large +1 warhammer; fighters, barbarians, rangers
Bow of the Black Archer - +1 longbow; rangers, clerics of Shevarash
Exordius - +1 longsword; paladins or militant clerics

I (and my players) rather like Weapons of Legacy. That doesn't mean the penalties are always correct in application. Let's have a look at some of the items:

Bloodcrier's Hammer
At 5th level: 2,200 gp ritual cost, 2,324 weapon cost. Total cost: 4,524 gp.

The weapon is, at this point, a +2 warhammer (approx. 8000 gp value). You've had to go and perform a ritual (defeat an earth-subtype creature), so possibly the ritual costs are higher. You also need a BAB of 2 (easy!), Speak Dwarven and 2 ranks in Knowledge (history). Not too hard. Oh, it's a large weapon, but a goliath isn't hurting yet.

At 10th level: 4,524 gp total cost; -1 attack penalty, -1 saves, -6 hp.

The weapon has remained a +2 warhammer, but the attack penalty reduces that to a +1 for attacking purposes. (so, a 2000 gp weapon). You've gained the following abilities:
* At Will - Detect Earth Creature
* 1/day - Knock
* 1/day - Enlarge Person (self)
* Continuous - Sustenance whilst underground
* Continuous - Feather Fall

At 11th level, the next ritual: 12500 gp cost; total cost: 17,024 gp
The weapon becomes a +3 warhammer [18000 gp], but the -1 penalty (as above) remains. Let's call it a +2 weapon, and we get 8000 gp. It's looking a little underpowered at this level.

At 16th level, the maximum before the next ritual:
17,024 total cost; -2 attack penalty; -2 saves; -10 hp.
* +4 warhammer
* at will - Detect Earth Creature, Enlarge Person (self)
* 1/day - Knock; Meld Into Stone
* +2 resistance bonus on all saves (cancels the save penalty. :))

Right. Enlarge self at will is looking rather good, but an effective +2 warhammer isn't that scary. Mind you, Knock, Meld into Stone and Enlarge Self at will is probably worth 8000 gp... but on this item?

17th level, the next ritual, another 40,500 gp. (Eep!)
47,524 total cost, -2 attack penalty; -2 saves; -10 hp
* +5 warhammer
* at will - Detect Earth Creature, Enlarge Person (self)
* 1/day - Knock; Meld Into Stone
* +2 resistance bonus on all saves
* weapon under effect of obscure object (CL 15)

There's a big whack of GP to be made up here. It isn't.

20th level, maximum.
47,524 total cost; -2 attack penalty, -3 saves, -16 hp
* +5 warhammer
* at will - Detect Earth Creature, Enlarge Person (self)
* 2/day - Wall of Stone
* 1/day - Knock; Meld Into Stone
* continuous: freedom of movement
* +2 resistance bonus on all saves
* weapon under effect of obscure object (CL 15)
* +1 enhancement and +1d6 damage against Earth-subtype creatures

I suppose, if I try very hard, I can assume that it has the "bane" ability and is the equivalent of a +4 warhammer. (32,000 gp). Except that it doesn't. There's an assumption with this weapon that you'll be using it in a game where you're under attack from the Elemental Plane of Earth that limits its use in quite an astonishing way.

Verdict on the Hammer: Too many non-core special abilities, not enough useful smiting power.

More to come later...

Cheers!

Cool thing is it gives you teh chance to make your own. I don't plan on using any of the wapons in the book, but i've already built the six weapons for my campaign.
 

Bow of the Black Archer

5th level: 2,375 gp + 1,625 gp (ritual) = 4,000 gp. (That's a nice round figure!)
* +1 longbow
* at will - detect drow (60')
* ignores drow's damage reduction

Let's assume you're in an anti-drow campaign. (That's much easier than the anti-plane of earth campaign). It's not so bad so far, though it's actually weaker than Bloodcrier's Hammer at this stage.

10th level: 4000 gp; -1 attack; -1 save; -6 hp
* +2 longbow
* at will - detect drow
* ignores drow's damage reduction
* 1/day - darkvision
* 3/day - longstrider
* +5 competence bonus on Hide and Move Silently checks

It's actually looking pretty good at this stage. +1 effective bonus, and a combined cloak and boots of elvenkind. (2000+5000 gp = 7000 gp or so).

11th level: 4000 gp + 13500 gp ritual = 17500 gp; -1 attack; -1 save; -6 hp
* +2 drow bane longbow
* at will - detect drow
* ignores drow's damage reduction
* 1/day - darkvision
* 3/day - longstrider
* +5 competence bonus on Hide and Move Silently checks

No longer quite so strong, but 8000+5000 gp = 13000 gp, so perhaps the longstrider and darkvision make up for the missing value.

16th level: 17500 gp; -2 attack; -2 saves; -10 hp
* +3 drow bane longbow
* at will - detect drow
* ignores drow's damage reduction
* 1/day - darkvision, shadow walk
* 2/day - lesser restoration, protection from evil
* 3/day - longstrider
* 5/day - imbue arrow with 5d6 electrical damage as standard action
* +5 competence bonus on Hide and Move Silently checks

At this point, the bow is becoming rather amusing in the hands of a rogue or ranger, sneak attacking from the shadows. (or an Order of the Bow Initiate with ranger levels). Its utility as a pure weapon is dropping away, but the special abilities may be worth it. It is getting hard to judge, but for a 16th level character, the bow doesn't quite seem to have the oomph it should have.

17th level: 17500 gp + 38000 gp ritual = 45500 gp; -2 attack; -2 saves; -10 hp
* +3 drow bane longbow
* at will - detect drow
* ignores drow's damage reduction
* 1/day - darkvision, shadow walk
* 2/day - lesser restoration, protection from evil
* 3/day - longstrider
* 5/day - imbue arrow with 5d6 electrical damage as standard action
* continuous - freedom of movement
* +5 competence bonus on Hide and Move Silently checks

How much would an item of permanent freedom of movement cost? Well, the ring is 40000 gp! This is less a weapon and more a scouting tool...

20th level: 45500 gp; -2 attack; -3 saves; -16 hp
* +4 drow bane longbow
* +3 insight bonus on Will saves to avoid mind-affecting and compulsion effects
* at will - detect drow
* ignores drow's damage reduction
* 1/day - darkvision, shadow walk, arrow of slaying (drow)
* 2/day - lesser restoration, protection from evil
* 3/day - longstrider
* 5/day - imbue arrow with 5d6 electrical damage as standard action
* continuous - freedom of movement
* base landspeed increases 10 feet
* +5 competence bonus on Hide and Move Silently checks

Verdict on the longbow: It's not a weapon, it's a ring of freedom of movement! I find this weapon a lot more compelling than Bloodcrier's Hammer. The weapon aspects do pale into insignificance compared to its special abilities. Cautious thumbs up.

Cheers!
 

DonTadow said:
Cool thing is it gives you teh chance to make your own. I don't plan on using any of the wapons in the book, but i've already built the six weapons for my campaign.

I do agree with that.

The most compelling existing items in the book that I intend to use are the Legacy Staff of Power and the Legacy Holy Avenger. I also have a PC who is using a legacy bow of our own creation, and he likes it a lot.

Cheers!
 

Merric,

Yeah I'm debating the merits of establishing my paladin's legacy with his masterwork cold iron bastard sword, that I want him to use as a kind "Foe of Xoriat" kind of aspect. Into epic levels, eventually can destroy the plane by sacrificing himself.

Course that's what you get when you're a githzerai. :)
 

Merric,
I like the ideas from Weapons of Legacy, but I just don't really see all that many of them seeming, frankly, worth it to my players. I think that's what you're going to find as you take a look at more of them.

Still, I like the ideas, backgrounds and abilities in the book a lot. I think it's because this was my favorite part of Earthdawn. What to do? Well, here's my suggestion:

The Base item for a Weapon of Legacy can't be worth more than around 5000gp (I don't have the book in front of me, but that's about right). The next campaign I run, I'm going to make the only magic items available in the game. Everything else will use the Weapons of Legacy rules. With that done, I will remove the penalties and I think I would consider removing the GP costs as well or replacing them with XP costs.

What do you think?

--Steve
 

I thought the simplest way to "rebalance" the whole issue of legacy costs was to allow the PC to undergo "legacy offset rituals" that will remove some or all of the penalties, but at a cost. For example, offsetting the penalty to attack rolls might cost (penalty)^2 x 2500 gp, like non-standard attack bonus. Offsetting the loss of a spell slot might cost (spell level)^2 x 1000 gp, like a pearl of power. I'd actually posted my system to an earlier thread on Weapons of Legacy. I'll try and see if I can find it.
 

Penalties and Costs

Here's the rub: If you removed the penalties Items of Legacy impose, you'd find that their value far exceeded the GP paid to unlock their abilities.

The Bow of the Black Archer is worth over 90,000 gp before considering special abilities (apart from freedom of movement) and only requires 45,500 gp to fully unlock.

Bloodcrier's Hammer has similar numbers.

(I suspect the full value is around 120,000 gp).

###

So, why don't we impose XP penalties? Well, there's a massive flaw with XP penalties in 3.5e.

In 3e, all characters gained the same amount of XP, based on the Average Party Level. Thus, if you sacrificed 5,000 XP to a magic item, you'd remain 5,000 XP behind the other PCs permanently.

In 3.5e, characters each individuall gain XP based on their own level! As a result, if you sacrificed 5,000 XP, you'd be behind for a while, but you'd eventually catch up to the rest of the party.

Of course, PCs with the Craft Feats take advantage of this flaw... but they did actually sacrifice feat slots, so it isn't so bad. They have paid a long-lasting cost.

###

Steve, those are the two points that I feel are relevant to your game.

You're going to find that the PCs have *more* treasure than would otherwise be apparent due to the Weapons of Legacy, and any XP cost would be likely irrelevant in a short time. The net result of that isn't actually bad for your campaign! You'd likely find the PCs to be stronger than their levels would indicate, but that's easily accounted for.

Cheers!
 

FireLance said:
I thought the simplest way to "rebalance" the whole issue of legacy costs was to allow the PC to undergo "legacy offset rituals" that will remove some or all of the penalties, but at a cost. For example, offsetting the penalty to attack rolls might cost (penalty)^2 x 2500 gp, like non-standard attack bonus. Offsetting the loss of a spell slot might cost (spell level)^2 x 1000 gp, like a pearl of power. I'd actually posted my system to an earlier thread on Weapons of Legacy. I'll try and see if I can find it.

That's not a bad idea. The implementation might be somewhat challenging.

I worked out the approximate value of the Legacy slots for designing your own legacy items. Here they are:

Menu A: 2000 GP (give +1 enhancement to masterwork weapon)
Menu B: 5000 GP (move weapon enhancement from +1 to +2; get a +2 enhancement to stat, or move a cloak of resistance from +2 to +3).
Menu C: 10000 GP (move armour enhancement from +5 to +6; or +2 to +4)

Menu D: 10000 GP (move weapon enhancment from +2 to +3; rod of extend metamagic)
Menu E: 20000 GP (+4 stat enhancement; +9 to +10 armour enhancement; +4 to +5 weapon enhancement)
Menu F: 25000 GP (+6 to +7 weapon enhacement; rod of greater extend)

Menu G: 36000 GP (+6 stat enhancement; rod of lesser quicken)
Menu H: 64000 GP (+6 to +10 armour; rod of maximise spell)
Menu I: 80000 GP (rod of greater empower; +8 to +10 weapon)

So, from levels 5-10, you get about 12000-20000 gp worth of abilities.
From levels 11-16 you get about 50000-60000 gp worth of abilities.
From levels 17-20 you get about 120000-140000 gp worth of abilities.

Total value around 200,000 gp. The legacy rituals generally make the actual cost 60,000 gp plus penalties. The penalties account for a lot of the item's value.

Cheers!
 

This seems silly. IMC there are weapons that increase with power as the wielder levels - eg +1 at 3rd level, +2 at 6th, +3 at 9th etc - but no need for penalties. I just look at what a 6th level PC "should" have according to wealth-by-level tables.
 

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