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What if you had to learn to use weapons?
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<blockquote data-quote="5ekyu" data-source="post: 7292135" data-attributes="member: 6919838"><p>Ok so a few comments...</p><p></p><p>1- First issue is what is the goal of this setup as opposed to the usual? What are you trying to make happen for your setting.</p><p></p><p>Example: Wanting a game where the "danger" is in the character and the "weapon" is as much a cosmetic thing as the choice of appearance. this is a very cinematic approach where the difference in weapons is more flavor and 007 is deadlier with his PPK than mooks with assault rifles. Nothing wrong with this kind of approach and it is achievable much simpler by assigning "damage dice" for weapon attacks by class and level and having very little in the way of rules about weapons themselves.</p><p></p><p>2 - The magic swapperooo thingy - again this could be a telling piece of setting definition. **if** i wanted it as a part of my setting, it would not be a quick nap but an aspect of a major ritual, likely linked to certain class features or arcane or divine situations. maybe you could take the glorious Axe of Zimmdar to a Zimmdar shrine and pray for its +3d6 flame burst to turn into a lesser restore because you know he is also a god of purifying flame as well as a god of flames of righteous vengence. </p><p></p><p>HOWEVER, this divorces to a large extent the notion of "materials tied to the effects" for magic item properties. it seems to shift that more to having the magical effect be a skin or an enchantment and less an intrinsic outcome of the whole item. That would be a bit of flavor lost that i like. that would be a bit of added "generic" i don't like. </p><p></p><p>So, that would not be something i would do, unless it was to make that very case clear. </p><p><strong></strong></p><p><strong>maybe "magic items" are specifically "bound items" where spirits are trapped into these prisons and locked to feed the properties and so your <em>slow rub short rest </em>for the items to swap is really just a form of "prisoner exchange."</strong></p><p></p><p>There is nothing at all wrong with that as a setting element, frankly it is a very core setting defining element and one that can indeed serve a whole lot of good platterfulls of stories up at the buffet - though again, i would have it be more elaborate and ritual driven and frankly, have a <strong>chance of escape</strong> be a thing to be concerned with.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7292135, member: 6919838"] Ok so a few comments... 1- First issue is what is the goal of this setup as opposed to the usual? What are you trying to make happen for your setting. Example: Wanting a game where the "danger" is in the character and the "weapon" is as much a cosmetic thing as the choice of appearance. this is a very cinematic approach where the difference in weapons is more flavor and 007 is deadlier with his PPK than mooks with assault rifles. Nothing wrong with this kind of approach and it is achievable much simpler by assigning "damage dice" for weapon attacks by class and level and having very little in the way of rules about weapons themselves. 2 - The magic swapperooo thingy - again this could be a telling piece of setting definition. **if** i wanted it as a part of my setting, it would not be a quick nap but an aspect of a major ritual, likely linked to certain class features or arcane or divine situations. maybe you could take the glorious Axe of Zimmdar to a Zimmdar shrine and pray for its +3d6 flame burst to turn into a lesser restore because you know he is also a god of purifying flame as well as a god of flames of righteous vengence. HOWEVER, this divorces to a large extent the notion of "materials tied to the effects" for magic item properties. it seems to shift that more to having the magical effect be a skin or an enchantment and less an intrinsic outcome of the whole item. That would be a bit of flavor lost that i like. that would be a bit of added "generic" i don't like. So, that would not be something i would do, unless it was to make that very case clear. [B] maybe "magic items" are specifically "bound items" where spirits are trapped into these prisons and locked to feed the properties and so your [I]slow rub short rest [/I]for the items to swap is really just a form of "prisoner exchange."[/B] There is nothing at all wrong with that as a setting element, frankly it is a very core setting defining element and one that can indeed serve a whole lot of good platterfulls of stories up at the buffet - though again, i would have it be more elaborate and ritual driven and frankly, have a [B]chance of escape[/B] be a thing to be concerned with. [/QUOTE]
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What if you had to learn to use weapons?
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