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Why must special swords/weapons always be intelligent?
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<blockquote data-quote="Numenorean" data-source="post: 2172439" data-attributes="member: 7264"><p>Hi all.</p><p></p><p>Myself and my DM were talking the other day and one of my peeves with 3E, or actually with D&D all the way back to 1st edition is that they ALWAYS made it so swords with special powers had to be intelligent.</p><p></p><p>I used to play Middle Earth Role Playing using ICE's old Rolemaster rules. In that system you had special swords, lets say Gandalf's Glamdring, or Aragorn's Anduril, and they had special magical abilities but most of them were not written up as "intelligent" per say. They were simply powerful magical swords that had properties and powers.</p><p></p><p>Now I know that we are all free to do our own thing with the game, and I would imagine that some of you do stick in swords that are created outside the DMG, such as a sword that shoots a lightning bolt 2/ day, or a sword that simply glows brightly near monsters that are evil, etc etc.</p><p></p><p>My point is in the 3e DMG (and others that preceded it) why weren't they more "loose" with their special sword/weapon creation rules? Who in their right mind wants a quartet or intelligent weapons in their game by the time their PCs reach high level or super high level? For example in our campaign we have an intelligent weapon in the group, its a legendary dagger and it has quite a personality. Thats enough! Anymore and it would be overkill or detract from what has become an interesting "NPC".</p><p></p><p>To counter this our DM has tinkered with the special weapon creation chart, basically scrapping the mental stat/communication mode slots. For example you might have a special weapon but instead of having speech, or telepathy, it might simply be sentient with empathy abilities.</p><p></p><p>Just getting something off my chest <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="Numenorean, post: 2172439, member: 7264"] Hi all. Myself and my DM were talking the other day and one of my peeves with 3E, or actually with D&D all the way back to 1st edition is that they ALWAYS made it so swords with special powers had to be intelligent. I used to play Middle Earth Role Playing using ICE's old Rolemaster rules. In that system you had special swords, lets say Gandalf's Glamdring, or Aragorn's Anduril, and they had special magical abilities but most of them were not written up as "intelligent" per say. They were simply powerful magical swords that had properties and powers. Now I know that we are all free to do our own thing with the game, and I would imagine that some of you do stick in swords that are created outside the DMG, such as a sword that shoots a lightning bolt 2/ day, or a sword that simply glows brightly near monsters that are evil, etc etc. My point is in the 3e DMG (and others that preceded it) why weren't they more "loose" with their special sword/weapon creation rules? Who in their right mind wants a quartet or intelligent weapons in their game by the time their PCs reach high level or super high level? For example in our campaign we have an intelligent weapon in the group, its a legendary dagger and it has quite a personality. Thats enough! Anymore and it would be overkill or detract from what has become an interesting "NPC". To counter this our DM has tinkered with the special weapon creation chart, basically scrapping the mental stat/communication mode slots. For example you might have a special weapon but instead of having speech, or telepathy, it might simply be sentient with empathy abilities. Just getting something off my chest ;) [/QUOTE]
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Why must special swords/weapons always be intelligent?
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