Nightfall said:Bro S,
Even so burning a few feats and skills often aren't NEARLY as bad as the apparent burning now for a measly weapon.
Nightfall said:Krusty!!!![]()
Nightfall said:Nice to see my favorite epic level man involved!
Nightfall said:Anyway I do agree, the Attack penalty seems more than a bit excessive. I mean if they want a balance, I'd take out like an ability score drain as I stated and maybe a permanent HP loss. But all those things? No way. That's just way too much.
I'd be interested to see what you can come up with in comparision Krusty mate.
Cheiromancer said:I don't agree with your analysis. .
Cheiromancer said:If it is worth a little over 200 000 gp (and I think this is a fair value- maybe 260 000?),.
Cheiromancer said:then since 200 000 gp is equal to the difference in wealth between 19th and 20th level, it is worth about a feat.
Cheiromancer said:To make up the "little bit more" you could spend the 55,200 gp. So 55,200 plus a "legacy feat" to master Desert Wind..
Cheiromancer said:Sacrificing saves, attack bonuses, etc.,... that's too much..
Cheiromancer said:Look at it this way; say it were possible for a character to invest a feat so that his wealth was that of a character 1 level higher..
Cheiromancer said:He spends the feat, and with his extra wealth buys a defending flaming burst scimitar with various special powers. As he goes up levels he spends a little wealth every so often to boost the plus on his weapon, give it an extra power, and so on. Just enough to stay approximately equal to his comrades. At the end of it all, he has Desert Wind at the cost of a feat and maybe 50 or 60 thousand gp.
But I really can't see it being worth 15 feats. 1 feat, yes. You could make an argument for 2, since it grants a bonus feat. But no more than that.
Well, Excalibur was one of the weapons cited by the text on the WotC preview, being a historical weapon of great history and power. However, I think this does point out that D&D is, as often has been mentioned, pretty much a fantasy sub-genre unto itself, with it's own assumptions and premises. Weapons of Legacy looks to be adding another trope to that collection.Kamikaze Midget said:This argument seems to conflate several things. First, Excalibur doesn't seem to be the kind of weapon to grow with the wielder -- it just seems to be the +5 Kingship Blade and that's really the end of it. So other than "winning it as treasure," no, Arthur didn't have to pay a price. In D&D terms, that price is entirely in that weapon, instead of getting something else (gold, gems, art, magic wands, magic girldes, whatever).
Even if Excalibur *was* the sort of weapon that grew with the wielder, it could certainly be argued that Arthur paid a "off-stage" mechanical sacrifice. He couldn't wield magic like Merlin, after all -- he instead gained powers with his weapon.
I think you mis-understood me. I'm not talking about the items as plot devices when I said story logic, I mean what is the rationale behind the loss of skills, saves, HPs and Attack Bonus if you had to describe it in terms a character could understand?From what I can tell, these weapons are meant to be your main weapon as you gain levels, not, as it may seem, as pure storytelling devices. That latter role is best served by artifacts, which are "dangerous magic" incarnate, not part and parcel of a character's power.
I mean what is the rationale behind the loss of skills, saves, HPs and Attack Bonus if you had to describe it in terms a character could understand?
I mean, a weapon that actually lowers your combat ability? Even if there is a net gain from the weapon itself, why would a spellcaster in the fantasy world create such a thing? Because it's cheaper? And the impact of all of these penalties on so many other aspects of play, especially the save penalties.
Eh, I see your argument, but I think it feels a little akward or forced for these items. Also, since not all the items are weapons (a horn and a ring are mentioned), then if spell-casters don't also suffer hits in spellcasting, I'm not sure it holds water (and is a bigger disadvantage to the fighter class.)Kamikaze Midget said:It's because as you train more with this weapon, you train less in other things. You're spending time learning how to wrench a fireball from open flame, not taking blows, avoiding spells, or learning the courtly arts. You're learning how to effectively use these weapon abilities, and that takes time that you would normally be spending honing your attack prowess, etc.
Now, I'm assuming that the fire damage replaces the un-typed damage a +1 weapon normally has. The item price certainly doesn't reflect it as extra damage over the untyped damage.+1 scimitar; Cost 2,315 gp. On a successful attack, Desert Wind deals 1 point of fire damage in addition to normal damage.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.