DnDegenerates
2018-03-08, 10:55 AM
Hey DnDers,
As I am somewhat torn on this topic, it is my hope that you'll all be able to help me with your preferences and d&d experiences.
Just how common are magical items in your ideal d&d campaign?
In 5e they are said to be more uncommon internally. However, this is very dependant upon the DMs discretion.
Even adventurers league, designed to be balanced, gives out an average of one magical item per 2 or 4 hour adventure. Albeit a bit unpredictable. I've seen a level 1 ranger who had bracers of archery find winged boots, but there was also a level 9 barbarian with only a flute which could summon a rat swarm and a +1 mace.
Personally, I feel I've felt both ends of the spectrum. I had a dungeon master who took great joy in creating magical items for their home game. So much that eventually we all had acquired weapons, armor, wands, etc. which seemed to be personally tailored to making our characters amazing at their jobs. Sometimes I felt we were like magical Chuck Norris fighting an hp balloon.
I've also had the pleasure of a game where finding something simple like a +1 sword that allows you to understand draconic, or a comb that allows you to change your hair color being a rare occasion. Which made us treasure these items or trinkets even more.
I feel like there's got to be a sweet spot somewhere along that line. Where players should occasionally get a magical item that is a bit more special than your typical dmg uncommon/rare item without breaking the game. A perfectly timed distribution which helps players appreciate all of the items and trinkets they find for their unique appearance and interesting history as much as what potential stat boost it may or may not give them.
I'm designing my first Homebrew world, having used grey hawk or forgotten realms for every previous game I've ran. It'd help a lot to hear how you all prefer magical items to exist in your games.
Thanks in advance,
- Dungeons & Degenerates
As I am somewhat torn on this topic, it is my hope that you'll all be able to help me with your preferences and d&d experiences.
Just how common are magical items in your ideal d&d campaign?
In 5e they are said to be more uncommon internally. However, this is very dependant upon the DMs discretion.
Even adventurers league, designed to be balanced, gives out an average of one magical item per 2 or 4 hour adventure. Albeit a bit unpredictable. I've seen a level 1 ranger who had bracers of archery find winged boots, but there was also a level 9 barbarian with only a flute which could summon a rat swarm and a +1 mace.
Personally, I feel I've felt both ends of the spectrum. I had a dungeon master who took great joy in creating magical items for their home game. So much that eventually we all had acquired weapons, armor, wands, etc. which seemed to be personally tailored to making our characters amazing at their jobs. Sometimes I felt we were like magical Chuck Norris fighting an hp balloon.
I've also had the pleasure of a game where finding something simple like a +1 sword that allows you to understand draconic, or a comb that allows you to change your hair color being a rare occasion. Which made us treasure these items or trinkets even more.
I feel like there's got to be a sweet spot somewhere along that line. Where players should occasionally get a magical item that is a bit more special than your typical dmg uncommon/rare item without breaking the game. A perfectly timed distribution which helps players appreciate all of the items and trinkets they find for their unique appearance and interesting history as much as what potential stat boost it may or may not give them.
I'm designing my first Homebrew world, having used grey hawk or forgotten realms for every previous game I've ran. It'd help a lot to hear how you all prefer magical items to exist in your games.
Thanks in advance,
- Dungeons & Degenerates