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D&D 5E I have the DMG!


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Tormyr

Hero
Let's not forget that a +2 shield or a +3 suit of plate armor will definitely require attunement, so using both means that 26ac fighter gets to decide whether he wants to use a decent magic weapon, a ring of resistance, a belt of giant strength, or one of numerous other important items for his last slot.

+1, +2, and +3 armor does not require attunement in the Basic DMG. It seems attunement is reserved for when there are extra features on a weapon or armor.
 

Grazzt

Demon Lord
Yes, you are correct, the Death Knight is too weak so needs to be made more powerful to provide a challenge to the party, thanks to the party having bounded accuracy breaking magic gear.

The party only ends up with "bounded accuracy breaking gear" if the DM allows it. Even in canned modules/adventures, the DM can and should modify it to fit his campaign.
 

maimonidesvii

First Post
Summary of the thread so far: People make wild accusations about the scarcity, or lack thereof, of the most potent magic items. Then, in combining all these magic items together on a single character, come to ridiculous conclusions about how 5e is broken.

All this and more in next weeks installment of "People who already hate 5e continue to claim it sucks!"
 

Rabulias

the Incomparably Shrewd and Clever
Nikosandros, thanks for sharing your good fortune with us!

Any word on magic ammunition fired from magic weapons? Do the bonuses stack?
 


The rules are optional. A character needs a formula and possibly special materials and locations (left to the DM). Common items cost 100 GP and require 3rd level; uncommon 500 GP and 3rd level; rare 5,000 GP and 6th level; very rare 50,0000 GP and 11th level; legendary 500,000 GP and 17th level.

A day of crafting (8 hours of work) is worth 25 GP of progress. If the item will cast a spell, the spell must be expended every day during the crafting, but of the spell can be cast once (such as a scroll) the spell needs to be expended only one time. Multiple characters that meet the level prerequisite can cooperate, each contributing 25 GP per day and, if needed, spell slots.

Wow, that's slow going to create magic items, even with multiple people cooperating.
 


WuM1nG

Explorer
Thanks for taking the time to give us info from the DMG :)

One of my players is a paladin. He very specifically said that he would like to have a holy avenger at some point in the campaign. Is the holy avenger or something similar in the list of magic items? Any rough level or specific powers it has? I recall the 2E one was a massive power-up of the already powerful paladin, and if that is the case too my player would be pretty happy.
 

Mr0wlington

First Post
I want to know as a player. My concerns are that a) bounded accuracy at higher levels won't work out quite as 'bounded' in play as it seems on paper (use PHB starting table for wealth & have a heavy armor wearer ready to fight that creature with a +11 mentioned upthread? um... eep!), & b) dealing with monster abilities/resistances while 'undergeared'.

I've already seen a near-TPK in 3.5 from a DM that didn't follow wealth-by-level guidelines (oh, we're level 5, have 1 magic weapon for the entire party - TOTAL, not each - & now you're throwing an incorporeal creature at us? ok, my character runs). Would be nice to have something to at least say 'there's a reason _this_ rule exists' the next time it happens.

In this instance the correct response actually would be to run. A lot of DMs (myself included) will include challenges that fall into the *run away* category and leave it up to the players to decide what to do. Personally, I do it in order to create a world that is unpredictable for the players that could turn deadly for them if they make the wrong decision. Not every challenge should be within their means, at least not immediately.

Now, I'm not saying that this was that particular DMs purpose, but the situation made me think.
 

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