GoodKingJayIII
First Post
Nyeshet said:-3 to all attacks (for a weapon?! granted, it does gain +4 enhancement, which makes up for most of this. . . )
-2 to all saves (poor will save just got worse)
-2 to max hp (negligible, admittedly, to most combat classes)
permanent loss of 18 skill points (assuming you find it early and keep it). Note that since skill points cannot be gained retroactively (such as when Int increases at level 4, etc) this loss truly is permanent - even if the weapon is lost. Most combat classes already have poor skill point total.
Kamikaze Midget said:Awww, poor babies, you mean they have to pay a price to be able to cast fireball? I think I hear a violin somewhere.....![]()
I know you're just kidding, but in all seriousness I don't think the cost is the issue. Rather, my problem is how the cost is paid. It's going to require more bookkeeping and it appears downright awkward. As has been said a few times on this thread, there are other ways that characters can pay for legacy weapon powers. Losing attack bonus, save bonus, hit points, and skill points is just really weird. I can understand why it strikes people the wrong way.
What happens when a character is relieved of the weapon? Do they still have all those penalties? Or does weapon advancement impose a "negative level" kind of mechanic, where the character is restored to normal once the object is removed. Are players with legacy weapons going to require two character sheets? One with possession of the weapon and one without?
Obviously I'm using extreme examples. I'm confident the book will explain some of the questions I've asked, but it's still a concern. The mechanics we've seen don't leave a lot of wiggle room, and I'm worried that the cost will be more an annoyance than a balancing factor.