Weapons of Legacy Question

Nightfall said:
Olaf,

Well I'm just saying that you might want to "flex" your financial muscle and consider some of these options/books as ways to "increase" your ability to customise your weapons of legacy.
But again this is entirely your choice Olaf. I'll do what I can here to help.

Merric is also correct about the Pr-class thing, it's helpful but darn clunky. I still like XP but I think combos of XP, HP, and maybe Gold/Ability score drain might be considerations.

I appreciate the help Nightfall. More options are better than less options. It doesn't necessarily mean that I can/will want to use them though.

Olaf the Stout
 

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Olaf,

Understood. I just figured any help I can give, I should. I can also look up stuff for you and thus you can use me as a resource if you wish.
 

Nightfall said:
Well maybe Merric was being nice and decided to ignore that rule, Olaf. ;)

I don't think that he was necessarily ignoring it. And heck, he can ignore half the stuff that the book says if he wants. It's his game! :)

I was just wondering what he decided to do in his game. I found that the book contradicted itself by saying diffferent things in different places. Personally I thing that the spell slot loss should not be cumulative. The PC's lose enough from the WoL as it is.

Olaf the Stout
 

Nightfall said:
Olaf,

Understood. I just figured any help I can give, I should. I can also look up stuff for you and thus you can use me as a resource if you wish.

No problem. And like I said I do appreciate the help. Hopefully I can help you out with something in the future.

Olaf the Stout
 

Yeah the book is kind of all over the map about these kinds of things. I wish someone had done a better job editing it...

The only thing I'd like to help me out with is getting me a band of decent PCs that don't want to a) kill each other, b) act like they are mugen in a non-samurai Champloo way (just CN psychos), and c) don't want to use 2nd edition! :p

You find me that, I'll be good shape. An extra plus is if they like Scarred Lands! :)
 

If I were to use Weapons of Legacy in a campaign - and I might, because they look like fun to use in play - I might make the various sacrifices and penalties something you have to choose to suffer temporarily to activate the item's powers. A button you press to make it work, rather than a condition you fulfill ahead of time.

For instance, rather than take a permanent -1 to attacks in order to unlock Mindsplinter's 'virtue denied' power, you take a temporary -1 attack penalty when you actually use the power, which wears off after 8 hours sleep. You use a 1st-level spell slot and suffer a -1 save penalty to use the planesight power of Planeshifter's Knife; again, both come back when you rest. You lose 4 hp to power the earthseeker ability of Bloodcrier's Hammer for a day, which heal normally. And so on.

It'd need a little fine tuning and reworking of the cost/level tables, but it has the advantage of the item not making the character weaker; instead, the character always has the option of weakening herself to gain access to the item's powers. Not a big difference on paper, but one that feels very different in play.
 

Nightfall said:
Well maybe Merric was being nice and decided to ignore that rule, Olaf. ;)

The primary source for the rule is in the beginning of the chapter on Weapons of Legacies descriptions (the one with all the sample WoLs). Spell slot loss is not cumulative there, so that's the actual rule.

Cheers!
 

If one of my players wanted a legacy item, I'd forget about the negatives and legacy ritual costs and just rule that it costs one-third of a standard character's wealth per level.
 

Patrick O'Duffy said:
If I were to use Weapons of Legacy in a campaign - and I might, because they look like fun to use in play - I might make the various sacrifices and penalties something you have to choose to suffer temporarily to activate the item's powers. A button you press to make it work, rather than a condition you fulfill ahead of time.

For instance, rather than take a permanent -1 to attacks in order to unlock Mindsplinter's 'virtue denied' power, you take a temporary -1 attack penalty when you actually use the power, which wears off after 8 hours sleep. You use a 1st-level spell slot and suffer a -1 save penalty to use the planesight power of Planeshifter's Knife; again, both come back when you rest. You lose 4 hp to power the earthseeker ability of Bloodcrier's Hammer for a day, which heal normally. And so on.

It'd need a little fine tuning and reworking of the cost/level tables, but it has the advantage of the item not making the character weaker; instead, the character always has the option of weakening herself to gain access to the item's powers. Not a big difference on paper, but one that feels very different in play.

That sounds like a pretty good idea Patrick. I like it! :)

It's easy to explain why the penalty happens. The item is drawing on you in order to power its abilities, hence the penalties.

Implementing it may take a little bit of work though since some of the abilities that you get at the end are much more powerful than those in the beginning. I may mess around with this a little and see what I can do.

Olaf the Stout
 

MerricB said:
The primary source for the rule is in the beginning of the chapter on Weapons of Legacies descriptions (the one with all the sample WoLs). Spell slot loss is not cumulative there, so that's the actual rule.

Cheers!

Merric,

I'll have a look when I get home tonight to see if I can find the page references for where it contradicts itself. I personally agree with not making the spell slot loss cumulative (whether that is the actual rule or not).

Olaf the Stout
 

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