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Weapons of Legacy Question
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<blockquote data-quote="Patrick O'Duffy" data-source="post: 2994969" data-attributes="member: 11490"><p>If I were to use <strong>Weapons of Legacy</strong> 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 <em>temporarily</em> to activate the item's powers. A button you press to make it work, rather than a condition you fulfill ahead of time.</p><p></p><p>For instance, rather than take a permanent -1 to attacks in order to unlock <em>Mindsplinter's</em> '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 <em>Planeshifter's Knife</em>; again, both come back when you rest. You lose 4 hp to power the earthseeker ability of <em>Bloodcrier's Hammer</em> for a day, which heal normally. And so on.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Patrick O'Duffy, post: 2994969, member: 11490"] If I were to use [b]Weapons of Legacy[/b] 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 [i]temporarily[/i] 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 [i]Mindsplinter's[/i] '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 [i]Planeshifter's Knife[/i]; again, both come back when you rest. You lose 4 hp to power the earthseeker ability of [i]Bloodcrier's Hammer[/i] 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. [/QUOTE]
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