February
11th, 2009
WEAPONS
OF LEGACY
In the comments
on Sunday, Bobson mentioned Weapons of Legacy.
This was almost certainly the worst supplement ever produced by Wizards
of the Coast. It wouldn't even be worth mentioning, except that the
core concept (which they mangled so horribly) is actually pretty nifty.
In response to Bobson's post, I went digging around and found an old
series of messages I posted to the rec.games.frp.dnd newsgroup
regarding this trainwreck. I've reorganized and slightly rewritten
these thoughts here...
THE
REACTION
I'm coming kinda late to Weapons of Legacy,
but I've got a legendary weapon that I need to give to a low-level PC
and it seemed like it might be the perfect fit. So I borrowed a copy
from a friend and sat down to read through it and see what I could bash
out.
Wow. This is one of the worst supplements
I've ever seen.
Oh, there's been some third-party D20 stuff that's worse, but not by
much. It reminds me of some of the worst dreck that TSR was cranking
out during the darkest days of 2nd Edition.
It got off to kind of
a rough start when the authors just kept repeating the same ra-ra,
pom-pom cheerleading of themselves. Then the book started repeating the
exact same description of what a weapon of legacy was in nineteen
different forms: Yes, okay, I get it. Weapons of legacy improve as I
gain levels. I read the blurb on the back cover. Can we get to the meat
of the matter, please?
Then I got to the part of the system
where, in order to unlock the higher level powers of a weapon, you had
to perform rituals which would give you feats which... weren't actually
feats? Well, that's pretty lame. It would have been interesting to have
a mechanic where you could either (a) spend gold and XP to unlock the
powers or (b) spend a feat to unlock the item's powers, but to have a
system where you get something that we'll call a feat but which doesn't
actually work according to any of the rules which govern how feats
work? Stupid. Pick a different name. Or, better yet, don't pick any
name: Instead of having rituals which give you feats which unlock
powers, just have rituals which unlock powers.
Then I got to the
part of the system where, in order to unlock these powers, you have to
accept penalties to attack bonuses, class abilities, saving throws, and
the like. What the hell? The awesome artifact of arcane power from the
elder days of the universe is... making me suck? And not only that, but
the penalties frequently go after the very stats that the weapon is
boosting. So you'll have a +4 weapon, but it will only effectively be a
+2 weapon because it comes with a -2 penalty to attacks... and not only
attacks with that weapon itself, but with ALL weapons.
(If you run the numbers, this makes a kind
of pseudo-sense for some
of the items described in the book: The penalty to the item's core
competency ends up making it about as effective as the item you could
buy for the same price. But upon closer inspection, this doesn't hold
up: You're spending just as much money for an item which is making you
suck whenever you're not using the item.
I can see the temptation that led to this
mechanic: "Well,
if you're willing to accept a penalty for using an item, the item
should cost less." But, first of all, it doesn't fit the purported
concept behind weapons of legacy. And, secondly, it's impossible to
balance such a mechanic: Either you have the penalties target the same
abilities as what the item is pumping up (which defeats the purpose) or
they target other stats, in which case you're creating a whole
sub-system which exists only for the purpose of enabling min-max abuse.)
My
patience with the book was finally exhausted, however, when I got to
the rules for actually creating legacy items. From their own Example,
this is the process: Create a basic magic item. Choose an option from
Menu A. Choose an option from Menu B, since the Menu A choice can't be
taken again. Menu B selections take up two slots for every one slot
that a Menu A ability would have taken. For your next selection you can
select from Menu A again, but instead we'll select from Menu C. This
takes up three slots for every slot that an ability from Menu A would
have taken. Now, select the penalties for using the item from tables
4-1 through 4-10...
Are you kidding me? Are you frickin' kidding me?
THE
BIG PICTURE
The
basic concept behind legacy items is simple: Instead of replacing their
magic items as they increase in wealth and/or power, their existing
magic items increase in power with them. This means that Elric never
"outgrows" Stormbringer. It also allows you to put ancient and powerful
artifacts in the hands of low-level PCs without completely destroying
game balance.
The most basic mechanic for accomplishing
this goal
is simple: As the PCs level up, a legacy item would automatically
increase in power with them.
Unfortunately, this doesn't quite work.
There's a 48,000 gp difference between the cost of a +1 longsword and
a +5 longsword.
So if you have a mechanic by which a +1 longsword automatically
transforms into a +5
longsword -- and everything else remains the same -- then
the PC will have an extra 48,000 gp to spend on other magical equipment
(and thus unbalance the game).
When you put the problem that way, the
solution becomes pretty obvious: If you want the item to improve, you
still need to figure out how to impose the cost of the more powerful
item in order to keep things balanced. You can't do that upfront
(because low-level PCs don't have the cash reserves to buy a +5 longsword -- if
they did, they would own them already), so that means that you need to
find a mechanism of imposing the cost as the item improves.
SOLUTIONS
THE
BACKSTAGE SOLUTION: The PC never actually pays any
additional cost. Instead, you simply adjust the amount of treasure the
party receives to account for the "extra" value of the legacy item. By
the time the legacy item becomes a +5 longsword, the
party has been "shorted" 48,000 gp of treasure -- but that's okay,
because the +5
longsword makes up for it.
There are two potential problems with this
approach, one minor and one major.
The minor problem is that it requires the DM
to adjust the standard treasure distribution. This isn't a huge hassle,
but it is one more thing that needs to be accounted for.
The major problem, however, arises in groups
which assidiously split treasure equally. Unless the party is willing
to adjust for the "lost" treasure, the PC with the legacy item will
receive an unfair share of the party's wealth. (They'll get an equal
share of all the actual treasure, but then have an extra 48,000 gp of
"virtual treasure" as a result of their legacy +5 longsword.)
And thinking of it as "lost" treasure
probably won't make most players happy, either. It makes the legacy
item feel like some kind of penalty.
THE
SIMPLE SOLUTION: Legacy items come with pre-packaged
abilities. By performing legacy rituals, characters can spend the
standard XP and gold cost for enchanting the item with those abilities
without the necessary Item Creation feat or any of the other
prerequisites.
This is a simple, straight-forward approach.
It's guaranteed to be balanced with the core rules because it's using
the existing item creation system as a basis for its prices.
The only mechanical problem with this
approach is that it leaves the PCs with little motivation to take
advantage of it. It costs just as much to unlock the powers of a legacy
item as it would to enchant the item with a new power from scratch.
There are slight advantages to be gained (the XP cost comes from the
item's user instead of the party's spellcaster and they don't need a
feat to do it), but I think it's likely that most players will prefer
the flexibility of getting exactly what they want instead of being
locked into whatever abilities are prepackaged into the legacy item.
So you might want to consider granting a 10%
or 25% discount to the XP and/or gold costs for performing the legacy
rituals.
MORE
COMPLEX SOLUTIONS: If you wanted to design a complex
system from scratch, you might consider looking at using a system in
which a character can take feats which bind them to a particular legacy
item and unlock the legacy item's abilities.
Another option (or perhaps building on the
same option) would be to model certain items (intelligent or otherwise)
like cohorts. The legacy items would gain XP just like cohorts and the
powers of the legacy item would depend on its "level".
WHAT
ARE LEGACY ITEMS?
Let's assume that we go with the Simple
Solution I outlined above. What explanation(s) might there be for these
particular mechanics:
(1) A legacy item has within it the nascent
potential for a specific set of abilities.
(2) It requires both money and XP in order
to unlock these abilities.
THE
RITUAL OF CREATION:
Legacy items are created using the
standard Item Creation rules. The creator of the item must meet the
prerequisites for all of the item's potential properties, but they only
pay the XP and gold piece costs associated with the basic
properties of the item.
Why would someone create a legacy item?
Well, it's less taxing on the spellcaster who creates the item --
they're shifting some of the burden onto the one who will actually
wield it. It also shifts the time required, which means that a single
spellcaster could (for example) more easily supply magical weapons to
an entire platoon of soliders. And, at the same time, the legacy
rituals act as a kind of insurance policy against the items falling
into enemy hands (since the enemy would need to expend their own
resoruces to perform the legacy rituals anew).
One last thing to consider here: What should
the market value of a crafted legacy item be? Remember that, unlike
other items, legacy items can be a money sink that can never be cashed
out. If the party wizard creates a +5 longsword by
spending 25,000 gp and 2,000 XP that sword can be sold at a by-the-book
price of 25,000 gp -- recouping that gold directly back into the
party's coffers.
But if you pour the same 25,000 gp into a
legacy ritual, then that money is simply gone. (22,500 gp if you use a
10% discount. 18,750 gp if you use a 25% discount.)
(On the flipside, this helps provide a
motivation for the PC to keep the legacy item. Which is, after all, one
of the primary reasons for having the mechanic in the first place.)
TRUE
LEGACIES: The auras of magical items tend to "mix" with
the auras of those who wield them. When a great hero or villain wields
a weapon, for example, they leave behind indelible traces of their
legacy.
Legacy rituals are designed to tap into
these "greater auras" and unleash their power -- but, like any mystical
ritual, there are the associated costs in equipment, components, and
the like.
This explanation for legacy items is more
evocative, while still explaining the need for the costly rituals (that
coincidentally maintain game balance).
You might consider using both explanations.
Perhaps some items are possessed of true legacies, while other items
are merely designed to be bound to their owners. Mechanically the two
are similar, but in terms of the game world they're quite different and
distinct.
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