![]() (yes, even Flaming, because while it's boring +1d6 fire damage, it's a FLAMING SWORD HEHE SWEET™). I suppose that using levels for raw enhancement bonuses and letting weapons have all the cool things would work best. This also tends to emphasize the more interesting properties that magic weapons can have - a vanilla +3 long sword is, among other things, boring. ![]() If you want generically-magic weapons to provide some bonus, at the very least the bonus should be fixed or fixed to your level rather than treadmilling. You may care about a Flaming Broad Sword of Giant Slaying, and you may make a heartbroken decision to pick that up instead of your Keen Battle Axe, which you've been using for 3 levels, but this should never be about the sword being +3 while the axe is only +1. Given how blatantly Weapons of Legacy ripped it off, I'm not sure an "investing XP into your sword to make it more magical" system is actually the way to go for a strictly level-based game like D&D.but I'm not sure if there's a good alternative.ĭrPraetor wrote:Enhancement bonus treadmills are the problem and never the solution. Ironically, they recognized this in early D&D3 with the item familiar rules - but item familiars were both cost-intensive and didn't provide level-commensurate abilities.Įarthdawn did a decent job at tackling the thematic idea of leveling-up your weapon, but because of the system it has a few drawbacks to standardization and is better suited to a more open system. If the weapon represents a good chunk of your abilities, that's bad. ![]() Level-up-with-you weapons work best when there's a relative scarcity of them, so that you don't just trade them out.Īnd, of course, as physical objects they can be taken away. If you can just find a bunch of them, then you have the same "Oh, another +1 sword" problem. The execution is a little tricky though - D&D likes the idea of people finding magic swords in hoards, or of taking them off their defeated enemies. The general idea of a weapon that upgrades as you go up in level is an idea so basic that they made a couple classes out of it, namely Soulknife and Kensai, and others to various lesser degrees. Just out of interest, since you guys seem to have done just about everything from 3.5 in your own, usually better way, has anyone here ever tried to fix Weapons of Legacy? Because on paper, it's a good idea, it's just that it sucks so bad mechanically that nobody cares anymore. Like, attuning Faithful Avenger (the Devoted Spirit Falchion) makes you spend hit points to gain an enhancement bonus to Constitution (which gives you back hit points, except it doesn't because the idea that a high level Crusader was going to go to war without an enhancement bonus to Consititution is insane), but after all that weird accounting, you'd still just rather have a regular level appropriate flaming sword. At the end of the day, it doesn't do level appropriate things. ![]() You havea trickle of new powers show up, but it doesn't add up to anything. You take various penalties to unlock other things. There are rituals to perform that have GP costs to unlock things. It's like there was a brainstorming session where everyone contributed various ideas of mechanics that could be used to tweak progressions for scaling magic items, and they decided to include all of them without making even a token attempt to ensure that the end result actually had level appropriate outputs. It's difficult to wrap your brain around the Weapons of Legacy, because everything about them is so bad. A kaleidoscope where all the moving colored bits are failure. And it's part of a style that sometimes asks you to make attacks with multiple weapons, but the +1 damage only affects the part where you attack with one of them. It's a conditional +1 to damage that requires you to jump through a bunch of hoops to acquire and then has further conditions to be active during combat. Phlapjackage wrote:Is that actually what it looks like? An ability for a PC that is 11th+ level that adds 1 pt of damage ?
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