Cultural enchanted weapons and armour
Cultural enchanted weapons and armour
Quick question here regarding some confusion I'm having about magical weapons and armour.
According to the Rivendell book, on page 97 it says that 'it is not possible to attribute a Cultural Reward to a magical item'.
On page 106, in the list of famous weapons and armour, the weapon for Beran is a Splitting Axe which is specifically a cultural reward of Beornings. Also interestingly it has 3 qualities applied to it (meaning the cultural reward didn't count in the total of three).
So, how does anyone else play this? Have you created magical Woodland Bows or Kings Blades? It seems to explicitly state this this shouldn't be the case however the example contradicts it.
According to the Rivendell book, on page 97 it says that 'it is not possible to attribute a Cultural Reward to a magical item'.
On page 106, in the list of famous weapons and armour, the weapon for Beran is a Splitting Axe which is specifically a cultural reward of Beornings. Also interestingly it has 3 qualities applied to it (meaning the cultural reward didn't count in the total of three).
So, how does anyone else play this? Have you created magical Woodland Bows or Kings Blades? It seems to explicitly state this this shouldn't be the case however the example contradicts it.
James Semple, occasional composer of role playing music
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Re: Cultural enchanted weapons and armour
I believe that was confirmed as an error and should have been Greataxe.
The Munchkin Formerly Known as Elfcrusher
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Journey Computer | Combat Simulator | Bestiary | Weapon Calculator
Re: Cultural enchanted weapons and armour
Unless it's been errated, this is how it's supposed to be. Equipment has a maximum of three Qualities, but Cultural Rewards are not Qualities, even though they are both types of Rewards.bluejay wrote:Also interestingly it has 3 qualities applied to it (meaning the cultural reward didn't count in the total of three).
AB 135 wrote:There are two types of Rewards – Qualities and Cultural Rewards.
AB 136 wrote:Each single piece of equipment can receive a maximum of three Qualities in total.
I smashed down the light and dared Valinor
I smashed down the light, revenge will be mine
I smashed down the light, revenge will be mine
Re: Cultural enchanted weapons and armour
In the revised edition page 115
"Adding a Cultural Reward to an item counts towards
the maximum of 3 Qualities that can be attributed to it
(i.e. an item can feature up to 2 Qualities and a Cultural
Reward)."
"Adding a Cultural Reward to an item counts towards
the maximum of 3 Qualities that can be attributed to it
(i.e. an item can feature up to 2 Qualities and a Cultural
Reward)."
Re: Cultural enchanted weapons and armour
Thank you everyone for the advice here. Appreciate the help. Also yes I'm using the Revised Rules.
I guess my concern here is that while magical items are really impressive, I can easily see players disappointed to lose quite specific cultural rewards (lucky armour or kings blades for instance).
I might house-rule this for this campaign, particularly as the characters are getting magical items so late in their careers (played through all of Tales of Wilderland and are about 6 years from the end of Darkening of Mirkwood now). For new characters I might go with the RAW.
I guess my concern here is that while magical items are really impressive, I can easily see players disappointed to lose quite specific cultural rewards (lucky armour or kings blades for instance).
I might house-rule this for this campaign, particularly as the characters are getting magical items so late in their careers (played through all of Tales of Wilderland and are about 6 years from the end of Darkening of Mirkwood now). For new characters I might go with the RAW.
James Semple, occasional composer of role playing music
Re: Cultural enchanted weapons and armour
Yeah, I think this is why Rivendell had the "trade in" rules for cultural rewards. But it's never quite sat right with me either... fortunately it has not yet been a major issue.
Jacob Rodgers, occasional nitwit.
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Re: Cultural enchanted weapons and armour
I think this was changed in the printed files (and the latest version of the PDF), but I have neither to hand to check! <grumble grumble not got my copy yet grumble>Glorelendil wrote:I believe that was confirmed as an error and should have been Greataxe.
Re: Cultural enchanted weapons and armour
It is fixed in the updated PDF.Andrew wrote:I think this was changed in the printed files (and the latest version of the PDF), but I have neither to hand to check! <grumble grumble not got my copy yet grumble>Glorelendil wrote:I believe that was confirmed as an error and should have been Greataxe.
My hard copy of Rivendell is under the Christmas tree, so no idea for that...
Jacob Rodgers, occasional nitwit.
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Re: Cultural enchanted weapons and armour
Ah yes it is Great Axe in the print version. Arrived today!!
James Semple, occasional composer of role playing music
Re: Cultural enchanted weapons and armour
I must admit I struggle a bit with combining rewards and magical items. My players are already favoring virtues heavily, and I think that by introducing magic items it will only get worse.
Could finding a magic item be introduced as a possible reward, in stead of hoard rolls?
Could finding a magic item be introduced as a possible reward, in stead of hoard rolls?
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