weapons of legacy


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My review is here:
http://www.enworld.org/reviews.php?do=review&reviewid=2720007

I've used the book extensively, and I really like it.

I can't remember the Dragon magazine rules.

For WoL, basic idea: you gain new powers every level, but you take a penalty on some core abilities (attack, hp, skills, spells, etc.) You pay to unlock the powers three times: once at 5th level, once at 11th level, and once at 17th level.

The total cost of an item that would be about 200,000 gp is instead $60,000, with the balance made up by the penalties to your abilities.

Oh, and they have cool backstory and there are rules for making your own.

Cheers!
 

Hunter In Darkness said:
i dont know much about this book its drawing my intrest r the rules anything like the ones from dragon a while back

I don't know what Dragon rules you're referring to, but WoL is one of those books that you either really love or really hate...although there's a lot more hate for it than love.

See, the weapons in that book aren't really all that powerful compared to any other weapon a character of a given level might have. Neither are the WoL's provided in the White Plume Mountain and Ravenloft books. If you're 9th level with Bloodcrier's Hammer or Exordius or Blackrazor, you're not any stronger than you'd be with the typical weapon a 9th-level character might have (a +2 weapon), but you're sucking up penalties to your attack rolls, saving throws, spells, HP, all the same. The WoL tack on neat little minor benefits, but nothing that makes the character a badass.

For example, Bloodcrier's Hammer in the hands of a 9th-level character will eliminate the need to eat while underground, can allow you detect creatures with the earth subtype, and will let you open any lock once a day. In exchange for that, you've got a -1 to all attack rolls and saves, and you lose 6 HP. So it's a tradeoff of broad effectivness (heck, it's almost like taking a permanent negative level) for some highly situational benefits. And that's typical of WoL.

I suspect that as a DM you can just ditch the penalties and the characters wouldn't be any more "overpowered" or "broken" for it. That's what I intend to do when I introduce them.
 

I really loved the idea behind the Weapons of Legacy and are using them in both of my D&D games. However I felt the penalties as outlined in the book are much too harsh and really don't make any sense ('Cool my sword just got a +3 modifier!' 'But you now have -2 to attack rolls' 'WTF?!') so i made up a simplfied formula that, while it still gives some penalties, makes more sense to me and ties the penalites in with the nature of the weapon/item.

Basically the PC gains a vulnerability to an energy type (ranging from +25% to +75% damage) and minus (-1 to -4) on one save (I usually choose the highest save the PC has) and a loss of either 16hp (in 2hp incriments) for fighter types or 1 spell of levels 1 to 4 for spellcasters (clerics and druids can go either way). The powers progression I leave alone (ie they get new powers using the rules as written in WoL) and i decide, on a case by case basis, the costs for the 3 'tiers' of powers. Generally it is XP at the first tier, gold at the second and both XP and gold at the third. I sometimes gice those with vulnerabilities to a common energy type (fire and electricity mainly) an extra least power as well.

My players really seem to like how the WoL scale with them and I use them as ploy hooks to get the PCs to go where I want them too ("You need to find a red dragon's skull to shatter with your sword to unlock the next tier of powers" "Hey wasn't there a rumour of a red dragon in the nothern borders?" "Why yes, yes there was ;) ")
 

humm may have to look in to it the dragon was 289 as i recall u made the weapon like normal with a bit reduce in cost and starting at 5th lvl u sp;ent xp to awaken those powers
cont recall a whole lot think we used em once been a long while back have to reread em
 

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