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I am a forgetful old man

Started by jrients, May 03, 2010, 10:24:01 AM

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Thanlis

Quote from: Dirk Remmecke;378282But that one ought to be a reinterpretation by Derek "In Nomine" Pearcy, non?

Heh. So many things to say, so few of them politic. I always thought Pearcy's interpretation had possibilities. James Wallis was very, very concerned about maintaining the source feel for Bloodlust, though.

Cranewings

Didn't 1e Oriental Adventures include leveling rules for magic items? I know later editions of it had it for Samurai.

winkingbishop

Quote from: jrients;378251Did that concept appear anywhere else?

I'm not sure what the relationship is to Weapons of Legacy, but the d20 Unearthed Arcana had a chapter on Legendary Weapons (I don't own the former).  The distinction between the two seems to be how the weapon powers are fueled or unlocked.  In the UA version, characters have the option of taking special classes called Scions; the more scion levels one has, the more powerful their legendary weapons are.

Here is a decent summary of the UA version: http://www.dandwiki.com/wiki/UA:Legendary_Weapons
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Pseudoephedrine

Weapons of Legacy is absolute shit, btw. You end up having to sacrifice things like ability score points and spell slots in exchange for strictly middle-tier abilities. You'd be better off just buying a sword +whatever in the long run. Incredibly poor implementation of the concept.

Midnight's version is a little better because there weren't hard mechanical costs associated with unlocking abilities - you just leveled and maybe needed to accomplish some quest to unlock their powers.

Back in AD&D2e, rather than track +whatevers and explain why someone forgot a superpowerful sword in a sewer, I used to make magic items like armour and weapons give you + (YourLevel / 4), with the idea being that as you became more powerful, you were better able to use the weapon and exploit its magical power.
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Benoist

Quote from: Pseudoephedrine;378359Weapons of Legacy is absolute shit, btw. You end up having to sacrifice things like ability score points and spell slots in exchange for strictly middle-tier abilities. You'd be better off just buying a sword +whatever in the long run. Incredibly poor implementation of the concept.
True.

RPGPundit

As far as I know I think that the idea of this sort of thing first appeared in Earthdawn, but I'd be very interested to hear if anyone knows of any other RPG earlier than Earthdawn where there were explicitly magic items that became more powerful as the character's own level increased.

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Dirk Remmecke

Quote from: Thanlis;378317I always thought Pearcy's interpretation had possibilities. James Wallis was very, very concerned about maintaining the source feel for Bloodlust, though.

Oh, I didn't mean that as criticism. I was hoping to see that game as well.
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Settembrini

Quote from: RPGPundit;378478As far as I know I think that the idea of this sort of thing first appeared in Earthdawn, but I'd be very interested to hear if anyone knows of any other RPG earlier than Earthdawn where there were explicitly magic items that became more powerful as the character's own level increased.

RPGPundit

My memory is hazy...but: Swordbearer?
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