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<blockquote data-quote="Li Shenron" data-source="post: 2828796" data-attributes="member: 1465"><p>I fI understand right, WoL is written around two ideas:</p><p></p><p>- having certain magic items grow together with the character</p><p></p><p>- having some items which are more powerful than normal (compared with items of same cost), and compensate with penalties</p><p></p><p>I love the first idea, and I was happy when WoL was announced to do that. The dread mistake was to merge both ideas in the same items. I do not necessarily loath the idea of having magic items with penalties, but I do not want the two ideas mixed together.</p><p></p><p>Furthermore, most of WoL penalties are utterly flavorless and make no sense: HP penalty means that the weapon simply makes you physically weaker. Makes sense if you are talking about some necromancy item which sucks your life, but not much else. Attack/damage penalty can be only explained so that you cannot really master the use of this specific weapon even if you're proficient: it could be fine, but to have such a penalty at the same time as an enhancement bonus is bordering to insane design, since the cancel each others out.</p><p></p><p>If the two things were separate, I would have bought the book and used a lot about the first idea. But not being able to get that without the second simply kept me away from buying it. It would have just taken the effort of providing a second market price for the same item without the penalties. This is probably a piece of cake for designers, but it's not so easy for me to do myself, I would be better off buying correctly designed market price and write my own flavor, rather than buying the flavor and have to adjust and re-balance the whole mechanic.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2828796, member: 1465"] I fI understand right, WoL is written around two ideas: - having certain magic items grow together with the character - having some items which are more powerful than normal (compared with items of same cost), and compensate with penalties I love the first idea, and I was happy when WoL was announced to do that. The dread mistake was to merge both ideas in the same items. I do not necessarily loath the idea of having magic items with penalties, but I do not want the two ideas mixed together. Furthermore, most of WoL penalties are utterly flavorless and make no sense: HP penalty means that the weapon simply makes you physically weaker. Makes sense if you are talking about some necromancy item which sucks your life, but not much else. Attack/damage penalty can be only explained so that you cannot really master the use of this specific weapon even if you're proficient: it could be fine, but to have such a penalty at the same time as an enhancement bonus is bordering to insane design, since the cancel each others out. If the two things were separate, I would have bought the book and used a lot about the first idea. But not being able to get that without the second simply kept me away from buying it. It would have just taken the effort of providing a second market price for the same item without the penalties. This is probably a piece of cake for designers, but it's not so easy for me to do myself, I would be better off buying correctly designed market price and write my own flavor, rather than buying the flavor and have to adjust and re-balance the whole mechanic. [/QUOTE]
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