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.
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.
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 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?
To get a normal magic item, it costs gold to buy it. That's something both the player and his character can understand. At the opposite end is XP, which is a little more abstract, so it's a little easier to brush off, though there have been plenty of threads here about what it means to "spend XP". But these items affect things that are a bit more tangible for the character, so there should be some story-based reason why (and with the emphasis on history and fluff these items have, it better be good.)
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.
Another problem I see is that if all the items in WoL work this way, it's going to be less emphasis on non-combat aspects of play (or those aspects will be more prone to failure), as skill points are sucked away. Also, now most magic item purchases will be for things to compensate for the penalties imposed by the Personal Costs columns.
Again, this is all based on a single preview - still don't know what the legacy feats do; perhaps they help compensate for the penalties in some way.