Weapons of Legacy: does anyone have it yet?

Crothian,

Have you read "Blink" by Malcolm Gladwell? It it he talks about what you just did. That there is a point where people get enough informaiton about a subject that they can just look at somthing and tell if its bad, good, or make an instant decision without deliberation that IS valid. I would suggest checking it out. Read the sample at Amazon.com.
 

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Banshee16 said:
I'm not sure I agree.....I ran enough adventures I wrote in 2E, as well as pre-published adventures in Dark Sun, Birthright, Planescape, and Dragonlance, that I can at least attest to the official adventures...NPCs often had a few potions, a few permanent items, and one or two weapons, if that. Many NPCs, had literally 4-5 magic items....a sword, shield, armor, maybe a ring, and 2-3 potions. In 3E, they've got *way*, *way* more.

I converted my Planescape party who were lvl 5-6 to 3E, and started running under 3E rules. They were running into all sorts of resource shortages because they were coming from 2nd Ed. where they had very few items, to 3E where the game was assuming that they had a lot. It's balanced that way. I could only fix the situation by either decreasing the challenge of encounters or increasing the number of items they had.

Banshee

Eh, really varied alot per module...

But as a sidenote, using Dark Sun in that average is just unfair :P.
 

jester47 said:
It seems to me that a DM could just make up a +1 sword and give it a history. Then as the player finds out more about the history of the weapon the DM can reveal ways to give it more power that fit with the characters and the campaign. Thus no one really ever has to loose the special sword. I don't think you need a huge rules system to do this.

Not on my list.

It's not a huge new rules system. In fact very little of the book is rules. Most of the book is all actual legacy items with their histories, powers and little sidetreks on how to introduce them into your game.

Anyone else notice that there is not a single battleaxe, waraxe ot greataxe in the book but their's a katana and a lajatang. A minor peeve of mine as there are lots of really interesting items. Although I'm definately changing Exordius to a bastard sword if not a greatsword. I mean, just look at the picture. If Exordius is a longsword then that sarcophicus belongs to a really short king.

Jack
 

jester47 said:
Crothian,

Have you read "Blink" by Malcolm Gladwell? It it he talks about what you just did. That there is a point where people get enough informaiton about a subject that they can just look at somthing and tell if its bad, good, or make an instant decision without deliberation that IS valid. I would suggest checking it out. Read the sample at Amazon.com.

How can you determine if something is good or bad without evaluating it? I could see that someone could determine that they're not interested in reading further about something, based on what they've learned so far...but to say it's good or bad? Sounds like a magic 8 ball situation..

Banshee
 

reiella said:
Eh, really varied alot per module...

But as a sidenote, using Dark Sun in that average is just unfair :P.

Ok....so take out Dark Sun. Even Dragonlance, Birthright, and Planescape had low quantities of magical items. In fact, the only setting I played in or ran that had high item quantities was Forgotten Realms.

Banshee
 

Banshee16 said:
How can you determine if something is good or bad without evaluating it? I could see that someone could determine that they're not interested in reading further about something, based on what they've learned so far...but to say it's good or bad? Sounds like a magic 8 ball situation..

Banshee

Read:
http://www.amazon.com/gp/reader/0316172324/ref=sib_dp_pt/102-2254031-6408953#reader-link

Crothian, like many of us has looked at and evaluated many many book in excuciating detail. I would wager that he is such an expert that if someone were to present him with a book, he could page through it, casually glancing at the pages and come to a pretty good conclusion as to weather or not it was good. Its amazing but people make judgements like that all the time. And they are right. There is an ample ammount of psychological data to back it up too. It is really an amazing read and I heartily recommend it.
 

Laman Stahros said:
For example, the party (four characters; a fighter, a cleric, a wizard, and a rogue) is fighting a minotaur. The fighter goes down hard, the cleric rushes to help him, the wizard is injured and low on spells, and the rogue manages to get a critical sneak attack that kills the minotaur in the nick of time. The rogue would likely have a chance of founding a legacy with the sword due to the significant event of downing such an opponent like that.

I'm not sure I follow here. Getting lucky and landing the killing blow on a run-of-the-mill CR 5 monster is a legacy-inducing event? It's not exactly sacrificing your soul to save the universe, but I guess you had to be there. :)

Sounds like these rules basically just say, "wait for something to happen that the party will hoot and holler about, and call that a legacy event".
 
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Mouseferatu said:
Apologies for the hijack, but I don't believe this is true. If you go back through treasure tables, published modules, etc., I truly believe you'll find that the average quantity of magic items has not changed.

What's changed is that the game now overtly assumes a certain level of magic items, making it a bit more difficult for individual DMs to tailor the amount down, if doing so suits their own tastes. And it's certainly made it easier for PCs to create/determine their own. But comparing the games as written and published, I think the magic item quantities were a lot closer than people realize.

[continue hijack] Many of those were loaded. In theory, this was offset by training cost, party size etc, in practice, they were just loaded [/hijack]
 

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