Shadeydm said:
Weapons of Legacy has been out for a good while now. I am curious for those who picked it up and used one or more items in their DnD campaign how did it work out?
Were you happy with it and did it require much tweaking?
Were the players happy with it?
I remember seeing several complaints that the penalties just weren't worth it upon reading through the book. I am curious if long term play confirmed or dispelled this notion?
The book provides a lot of excellent suggestions, examples , templates, and optional rules that are springboards for developing items that grow with your players.
I have introduced 3 legacy items into my campaign and my players and I'm finding it quite enjoyable, but I've chosen to tweak the rules a bit. I've tweaked the rules for a couple of reasons: first, I have tried my best to keep the players from guessing that these are indeed legacy items (a couple of my players own and have read the Weapons of Legacy book). I'm trying out events/methods that serve as a ritual, but don't quite follow the pattern. Second, I'm not particularly a fan of the penalties, so I've pulled back somewhat on those areas of the progression. Since most magic items that DM's introduce in campaigns don't normally carry penalties, I don't particularly feel a need to add every penalty along the way; I'm requiring that the ritual monies be spent (with a good roleplaying reason, such as paying for rare gems or incense), and occasionally I may introduce a penalty if strong power is granted, but normally the players will simply gain the benefits.
- One player, a paladin, inherited a +1 sword (based on Exordius, the holy avenger) from his father and is now traveling to investigate his father's tomb and will find evidence describing the first ritual.
- Another player has a special blunt weapon (based on Merikel) that captured the soul of a demon that the team defeated earlier in the campaign (a "founding" legacy). This player has been considering turning from good towards evil and the Merikel progression, one that allows a character to develop the weapon in either a good or evil direction, is an interesting fit. This player is now seeking the ritual money (THOUSANDS of gold!) and an outsider creature to defeat.
- The third item is a staff of unknown power (based on the rules for the Legacy Staff of Power) that player is currently attempting to research it by hunting down a rare tome of knowledge; this will start him down the first ritual.
Job.