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Weapons of Legacy opinions?
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<blockquote data-quote="GQuail" data-source="post: 2829346" data-attributes="member: 30709"><p>I just wanted to give a big "Me too" on this. I love Weapons of Legacy: and though I agree that PCs might not be keen on using weapons which give negatives to their core abilities, I think the powers given far outweight this. I also think that saying "I don't get why it happens" is a bit silly because there are so many soul-sapping, mind-controlling, headache-inducing items in fantasy that making up an excuse for a paticular set of mods seems almost obvious to me.</p><p></p><p>For example, my current group has two legacy weapons: the barbarian has Tiamat's Bane, a greataxe which is currently a +1 Dragonbane weapon and will eventually gain the enhanced bane from DMG II and Keen, and the wizard has The Kingmaker's Stave, a quarterstaff which grants him all kinds of time related powers, starting with True Strike and heading towards Commune and eventually Time Stop.</p><p></p><p>In both cases I've used the drawbacks more or less as is: though the gold cost for the Axe's least ritual was paid by an NPC because the weapon was won in ritual combat, and the caster level negative on the second has more or less been ignored. (Though the used up spell slot and other negatives remain). The former was an RP conceit and because the player was a little poor and deserved a power kick up: the latter was because the wizard in question is a Dwarf Wizard and only recently started to cast spells more than try to charge into combat and end up unconscious, and I figured an incentive to actually cast spells wouldn't go amiss. ;-)</p><p></p><p>Like any item creation, the rules shoudl be seen as guidelines, not definites: a DM should feel free to toy with it, but as is I think it works good as is. Tiamats Bane is a great weapon, but the blood of so many dragon's has tainted it and makes it a mighty burden to carry as well as a great boon. The Kingmaker's Stave is an item of enormous potential, but the foresight it grants causes the caster to become slightly more detatched from the present, and fueling its power requires some of the casters own mana. My PCs were a little taken aback when they first heard about negatives from items, sure: but the moment someone mention Elric, they all kinda went, "Aaaaaaaaaaaaaaah, I see." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p></blockquote><p></p>
[QUOTE="GQuail, post: 2829346, member: 30709"] I just wanted to give a big "Me too" on this. I love Weapons of Legacy: and though I agree that PCs might not be keen on using weapons which give negatives to their core abilities, I think the powers given far outweight this. I also think that saying "I don't get why it happens" is a bit silly because there are so many soul-sapping, mind-controlling, headache-inducing items in fantasy that making up an excuse for a paticular set of mods seems almost obvious to me. For example, my current group has two legacy weapons: the barbarian has Tiamat's Bane, a greataxe which is currently a +1 Dragonbane weapon and will eventually gain the enhanced bane from DMG II and Keen, and the wizard has The Kingmaker's Stave, a quarterstaff which grants him all kinds of time related powers, starting with True Strike and heading towards Commune and eventually Time Stop. In both cases I've used the drawbacks more or less as is: though the gold cost for the Axe's least ritual was paid by an NPC because the weapon was won in ritual combat, and the caster level negative on the second has more or less been ignored. (Though the used up spell slot and other negatives remain). The former was an RP conceit and because the player was a little poor and deserved a power kick up: the latter was because the wizard in question is a Dwarf Wizard and only recently started to cast spells more than try to charge into combat and end up unconscious, and I figured an incentive to actually cast spells wouldn't go amiss. ;-) Like any item creation, the rules shoudl be seen as guidelines, not definites: a DM should feel free to toy with it, but as is I think it works good as is. Tiamats Bane is a great weapon, but the blood of so many dragon's has tainted it and makes it a mighty burden to carry as well as a great boon. The Kingmaker's Stave is an item of enormous potential, but the foresight it grants causes the caster to become slightly more detatched from the present, and fueling its power requires some of the casters own mana. My PCs were a little taken aback when they first heard about negatives from items, sure: but the moment someone mention Elric, they all kinda went, "Aaaaaaaaaaaaaaah, I see." :-) [/QUOTE]
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