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Weapons of Legacy
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<blockquote data-quote="Deuce Traveler" data-source="post: 3490377" data-attributes="member: 34958"><p>Like the Knight class in PHB2, I find Weapons of Legacy to be worthwhile, but broken and in desperate need of tweaking if you want to implement them into your game.</p><p></p><p>First, I would get rid of the penalties and just go spending gold and with a quest or story-driven system to unlock the abilities of the weapon. Then I would be very careful as a DM to not bump the weapon's power up too fast, but instead to allow it to advance at the same rate that other characters are finding increasingly powerful weapons of their own. For instance, if the fighter wielding a <em>+1 longsword</em> suddenly finds a <em>+2 bastard sword</em>, then the cleric with the WOL <em>+1 heavy mace</em> suddenly finds his weapon increasing in power during a critical moment when he is face-to-face with the most recent BBEG. His WOL now awakens further and becomes a <em>+2 heavy mace</em> or a <em>+1 undead bane heavy mace</em>. </p><p></p><p>There are no penalties required, because the weapon is gaining power as the character levels, but not too much power. Also, maybe some minor abilities can get unlocked if the character spends a ton of cash to research the item, like the ability to cast <em>light</em> on the head of the mace three times a day as a 3rd level caster.</p><p></p><p>Basically, the WOL book should be used as a source of ideas, but the GM should really tweak the rules to his campaign. As a player, I would not be willing to take most of the penalties for the items listed as is. By using a WOL, however, the GM makes an item that is not just a scribble on a character sheet, but instead creates an object with a history and personality all of its own.</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 3490377, member: 34958"] Like the Knight class in PHB2, I find Weapons of Legacy to be worthwhile, but broken and in desperate need of tweaking if you want to implement them into your game. First, I would get rid of the penalties and just go spending gold and with a quest or story-driven system to unlock the abilities of the weapon. Then I would be very careful as a DM to not bump the weapon's power up too fast, but instead to allow it to advance at the same rate that other characters are finding increasingly powerful weapons of their own. For instance, if the fighter wielding a [i]+1 longsword[/i] suddenly finds a [i]+2 bastard sword[/i], then the cleric with the WOL [i]+1 heavy mace[/i] suddenly finds his weapon increasing in power during a critical moment when he is face-to-face with the most recent BBEG. His WOL now awakens further and becomes a [i]+2 heavy mace[/i] or a [i]+1 undead bane heavy mace[/i]. There are no penalties required, because the weapon is gaining power as the character levels, but not too much power. Also, maybe some minor abilities can get unlocked if the character spends a ton of cash to research the item, like the ability to cast [i]light[/i] on the head of the mace three times a day as a 3rd level caster. Basically, the WOL book should be used as a source of ideas, but the GM should really tweak the rules to his campaign. As a player, I would not be willing to take most of the penalties for the items listed as is. By using a WOL, however, the GM makes an item that is not just a scribble on a character sheet, but instead creates an object with a history and personality all of its own. [/QUOTE]
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