Most Helpful Customer Reviews
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4 of 4 people found the following review helpful:
2.0 out of 5 stars
Very disappointed., 14 Mar 2007
I was so disappointed with this book, and I'd really been expecting it to have a lot more items in it. There are most swords and one or two other things, but it seems so limited compared to what they could have developed. I liked most of the items they did but there was nowhere near enough variety.
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8 of 9 people found the following review helpful:
2.0 out of 5 stars
A great idea terribly executed., 12 Mar 2007
I was genuinely very excited about this book when I read of its development. I thought a supplement dedicated to special, iconic weapons was a great idea during a time when Wizards' D&D accessories have struggled to get an original hook.
I skipped through it first ideas, and my initial impression was that it seemed a bit sword-heavy. Still, best to give it a chance, so I started reading closely... I very much liked the idea of an item growing in power with the character as he/she grows through the levels, and also the idea of performing small side quests to further unlock the item's potential, which usually involve slaying a certain monster or performing a certain feat etc. Somewhat less appealing was the idea that the character must consequently give up or take a universal penalty in exchange for such a powerful item (a -1 to saves or to hit, for example).
But what really killed this book for me however is the meat of it, the items themselves... I found nothing in this book even remotely close to justifying the players expense in terms of power. Much of the flavour/backstory of the items was interesting, but then you get to the statistics and what the player must do to unlock suck meagre abilities... and there my interest started to wane.
In all honesty, the items that can be crafted from the rules presented in the DMG will get you much more than what is presented in this book. Yes, the examples are ok, some better than others, but as I said, if you're looking for "items" of legacy, you won't find much here... no special staffs for example. Either that's simply a matter of poor development or a deliberate omission in order to furnish a future supplement. Wait, what's this? A Magical Item Compendium for 2007? Tut tut, Wizards of the Coast.
To sum it up, Weapons of Legacy has some decent ideas but the rest are either underdeveloped or just unimpressive. Just borrow this one from a friend and put your money into the aforementioned Magical Item Compendium, which, if the Spell Compendium is a good marker, should give you more of what this book should have had.
Happy gaming.
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18 of 23 people found the following review helpful:
4.0 out of 5 stars
a legacy unto itself, 12 Nov 2005
This book though not essential campaign material provides a wealth of brilliant ideas for any campaign. I completely with what this book says 'Great heroes deserve legendary weapons' and this book allows any palyer to equip their hero with a weapon that The 'premade' legacy items are awesome and cover a wide variety of history from the Bone of Li-Peng, which are the actual bones of a dead monk, to the Bullybasher's Gauntlets, which turned a tormented weakling into a champion of the downtrodden. The are new feats which can be learnt that further enhance legacy items, There is also an extensive amount on the founding of legacy items and bonus they receive. There is also a section on creating 'Creatures of Legacy', creatures who somehow survived insurmountable odds and became living legends, though this could have had more effort put into it. Enough with the virtues time for the book's vices: When it says 'Weapons of Legacy' it means only weapons; there are very few examples of other items of legacy (armour, rings, etc.) and this limits its versatility and appeal somewhat Another thing that also limits the book's contents' playability is the fact that the specific legacy weapons all have very specific quest to undertake in order to unlock any of their abilities, so if you want them to really work with the campaign you will need to base a largish part of the campaign around the weapon.
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