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<blockquote data-quote="MerricB" data-source="post: 2830655" data-attributes="member: 3586"><p>The trouble is this: there must be a penalty of some kind to maintain game balance. Having a +1 sword that scales up to a +5 vorpal sword is great, but if it's the property of the fighter of the party and no-one else has an equivalent item... oh dear. The fighter suddenly has 200,000 gp extra worth of stuff. Even if everyone has equivalent items, the DM has to reduce treasure awarded to keep things in scale; this may not be a problem in a homebrew, but can quickly get troublesome when using published adventures.</p><p></p><p>The idea of growing magic weapons has been in the game since the start, as a player demonstrated to me during my Necropolis game. A simple +1 longbow was gradually recrafted to be a +1 flaming, shocking, corrosive, frost longbow by the end of the campaign by this character (an Eldritch Knight). However, the XP cost, feat, spell and gold cost was significant.</p><p></p><p></p><p></p><p>I'm not going to disagree with the first part there. The sense lies in making it a good design that can be used by anyone. </p><p></p><p>Creating a new Weapon of Legacy is superbly easy thanks to the guidelines and rules given in the book. The genericness of the penalties makes them applicable to many characters, and the way the item bonuses are laid out are very easy to apply.</p><p></p><p>Why I like the penalties as written so much is because they don't care whether the PC is a barbarian, fighter, or knight. They work for each; as opposed to the "Scion" prestige classes in Unearthed Arcana, which assume a generic fighter, cleric, wizard or rogue. If you take a prestige class, they don't interfere with your abilities. Sure, you might be slightly weaker in a couple of areas, but at least you still get all of your feats, special abilities and iterative attacks.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 2830655, member: 3586"] The trouble is this: there must be a penalty of some kind to maintain game balance. Having a +1 sword that scales up to a +5 vorpal sword is great, but if it's the property of the fighter of the party and no-one else has an equivalent item... oh dear. The fighter suddenly has 200,000 gp extra worth of stuff. Even if everyone has equivalent items, the DM has to reduce treasure awarded to keep things in scale; this may not be a problem in a homebrew, but can quickly get troublesome when using published adventures. The idea of growing magic weapons has been in the game since the start, as a player demonstrated to me during my Necropolis game. A simple +1 longbow was gradually recrafted to be a +1 flaming, shocking, corrosive, frost longbow by the end of the campaign by this character (an Eldritch Knight). However, the XP cost, feat, spell and gold cost was significant. I'm not going to disagree with the first part there. The sense lies in making it a good design that can be used by anyone. Creating a new Weapon of Legacy is superbly easy thanks to the guidelines and rules given in the book. The genericness of the penalties makes them applicable to many characters, and the way the item bonuses are laid out are very easy to apply. Why I like the penalties as written so much is because they don't care whether the PC is a barbarian, fighter, or knight. They work for each; as opposed to the "Scion" prestige classes in Unearthed Arcana, which assume a generic fighter, cleric, wizard or rogue. If you take a prestige class, they don't interfere with your abilities. Sure, you might be slightly weaker in a couple of areas, but at least you still get all of your feats, special abilities and iterative attacks. Cheers! [/QUOTE]
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