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Weapons of Legacy: does anyone have it yet?
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<blockquote data-quote="Vraille Darkfang" data-source="post: 2400904" data-attributes="member: 16989"><p>Here is my question in a nutshell.</p><p></p><p>Are you having to take those negatives to have a nifty item with a backstory?</p><p></p><p>1. Can you make a Legacy weapon at each power level using the existing Item Creation/Generation rules (which are extremely flexible once you start adding in Magic Sections from books other than the DMG). The drop & replace method.</p><p></p><p>2. Are Legacy weapons more powerful for the cost than standard D&D items. At high levels those 'generic' items become very powerful.</p><p></p><p>3. If you lose the Legacy Item, do all the penalties go away?</p><p></p><p>4. Will more than 1 Legacy Items just become a pain in the a**? Since each items requires 3 quests to 'activate' it. That means 3 side treks per Legacy Item, doesn't it?</p><p></p><p>5. Any limits on how many Legacy Items a character can posess? Do the Penalties stack?</p><p></p><p>6. If confronted with the choice of a +1 Longsword or a +1 Legacy Longsword which would your character chose? (Assuming each had the same amount of 'fluff' backstory). Take the +1 now, knowing you'll need to replace it later, or take the +1 Legacy knowing you'll have to do who knows what, spend X xp, and take a bunch of negatives IF you manage to activate the higher powers. (For instance -3 to saves might suck for a fighter, as even at 20th level they only have a base of +6. Barring a Wisdom bonus (which probably won't be very high in any case), or magic items, that would give him a +3 vs a lot of All-or-Nothing Saves).</p><p></p><p>7. If you have a long history of making your own, detailed, magic items, what does this book offer that's new? I've been custom tailoring Magic Items to game worlds & PC's since the beginning of 2nd ed. What's this book got I don't already know?</p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="Vraille Darkfang, post: 2400904, member: 16989"] Here is my question in a nutshell. Are you having to take those negatives to have a nifty item with a backstory? 1. Can you make a Legacy weapon at each power level using the existing Item Creation/Generation rules (which are extremely flexible once you start adding in Magic Sections from books other than the DMG). The drop & replace method. 2. Are Legacy weapons more powerful for the cost than standard D&D items. At high levels those 'generic' items become very powerful. 3. If you lose the Legacy Item, do all the penalties go away? 4. Will more than 1 Legacy Items just become a pain in the a**? Since each items requires 3 quests to 'activate' it. That means 3 side treks per Legacy Item, doesn't it? 5. Any limits on how many Legacy Items a character can posess? Do the Penalties stack? 6. If confronted with the choice of a +1 Longsword or a +1 Legacy Longsword which would your character chose? (Assuming each had the same amount of 'fluff' backstory). Take the +1 now, knowing you'll need to replace it later, or take the +1 Legacy knowing you'll have to do who knows what, spend X xp, and take a bunch of negatives IF you manage to activate the higher powers. (For instance -3 to saves might suck for a fighter, as even at 20th level they only have a base of +6. Barring a Wisdom bonus (which probably won't be very high in any case), or magic items, that would give him a +3 vs a lot of All-or-Nothing Saves). 7. If you have a long history of making your own, detailed, magic items, what does this book offer that's new? I've been custom tailoring Magic Items to game worlds & PC's since the beginning of 2nd ed. What's this book got I don't already know? Thanks. [/QUOTE]
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Weapons of Legacy: does anyone have it yet?
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