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weapons of legacy
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<blockquote data-quote="Psychic Warrior" data-source="post: 3183802" data-attributes="member: 17733"><p>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. </p><p></p><p>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. </p><p></p><p>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 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ")</p></blockquote><p></p>
[QUOTE="Psychic Warrior, post: 3183802, member: 17733"] 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 ;) ") [/QUOTE]
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