Weapons of Legacy: does anyone have it yet?

Banshee16 said:
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.
Sorry, I have to say I've had the opposite impression too. When I went through my old 2nd Edition characters, nearly all of them had more gp value worth of items than they should at their level in 3rd ed.

Most of the games we played in, we ended up trying to get rid of truck loads of extra magic items after each dungeon.
 

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Has anyone seen any info on whether there's an extra ritual cost or "slot" cost for improving double weapons with a founding? The prestated double weapons seem to suggest otherwise. Do you get to upgrade both heads for free?
 

I hate to say it, but this really sounds like what Earthdawn did for their magic items back in the mid '90s. Each magic item was unique. As you gained experience, you could attach "threads" to the item to make it more yours, and add more abilities. Before you could do so, you needed to learn about the history of the item.
 

Jack of Shadows said:
Well,

One critical foul-up that I've noticed. Their are three rituals associated with most of the items; least, lesser and greater. Each of these rituals must be completed before you can unlock the abilities associated with them. However, NO WHERE in the book does it tell you which abilities are associated with each ritual. Now I eventually figured it out, at least I think I did. Least cover levels 5-10, lesser 11-16 and greater 17-20. However this is a guess based on the level requirements of the feats themselves and the details of the few items that don't have lesser or greater rituals.

Which makes me wonder, do the editors at WotC even read these books anymore? How could you miss something thing so intrinsic to the book?

Jack

Just because your level is the prereq to the feat doesn't mean that you necessarily should require that feat to access powers since there's no rule saying that you need it. It *was* a horrible screwup by the editors.
 

Simplicity said:
Just because your level is the prereq to the feat doesn't mean that you necessarily should require that feat to access powers since there's no rule saying that you need it. It *was* a horrible screwup by the editors.
Yes, in my basic reading of the book so far, I haven't noticed anywhere where "lesser' legacy powers are even described. All there is written is a feat that says "prerequisite: <insert level here> Benefit: you can use lesser legacy powers".
 

Vraille Darkfang said:
So you can't tell a Legacy Item from a 'normal' item. As many 'normal' items often have little, visual, audible 'fluffy' bits in the text description. Or if you happen to already present your magical items with a uniques to them so they aren't thought of as "Vorpal Weapons, Isle 5".
Yes, if that is the case, then you cannot tell the difference. I normally describe swords as all being pretty much the same.

But, it basically says if the party says 'oh, it's just a +1 longsword.' and sells it, you can simply put it back in treasure from another enemy and see if they notice next time. Or you can have them find an ancient book that has a picture of the EXACT longsword the party fighter has been carrying around for 3 levels. Then you hope the party is interested enough in it to seek out more information about the weapon and you slowly unravel its REAL powers, if you are willing to give up a piece of yourself.
 

Chris Tavares said:
I hate to say it, but this really sounds like what Earthdawn did for their magic items back in the mid '90s. Each magic item was unique. As you gained experience, you could attach "threads" to the item to make it more yours, and add more abilities. Before you could do so, you needed to learn about the history of the item.
Chris,
Yes this is pretty much the Earthdawn system adapted to D&D. I happened to like that system, so I don't think that's a bad thing. Overall, I think this is a decent book, but I will have to play around with the drawbacks to make any character actually willing to use one of these items.

--Steve
 

OK, so the Weapons of Legacy system is different to the Scion system presented in Unearthed Arcana and it sounds different to the Bonded Magic Items system presented in DMG II. How does it compare to the Levelled Treasures system that featured back in Dragon #289? I'm getting some decent use out of that and would happily skip another hardback purchase if the Weapons of Legacy approach is something similar...
 

Majoru Oakheart said:
Yes, in my basic reading of the book so far, I haven't noticed anywhere where "lesser' legacy powers are even described. All there is written is a feat that says "prerequisite: <insert level here> Benefit: you can use lesser legacy powers".

Based on the feats, lesser abilities start at 11th level and greater abilities start at 17th level.

In the section on founding a legacy on page 182 - 183, Lesser Legacy Founding Ritual, it states that lesser abilities are available from 11th to 16th level. Further down page 183, under Greater Legacy Founding Ritual, it states that greater abilities are available from 17th to 20th level.
 

Felon said:
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. :)
That is an example of a very dramatic event: the traditionally non-primary attacker saves his wounded companions by felling the beast that would slaughter all of them. It's a perfect way to start an item's legacy.
 

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