Trit One-Ear
Explorer
Hey all,
In a few weeks I'll be running the D&D NEXT playtest version of Tomb of Horrors for some old friends, and can't freaking wait. I've played it as a player before and had a fantastic time being turned into a nervous wreck.
My question is: With such loose rules regarding magic items in 5th, what's the best balance of power to give my players before entering a death trap?
When I played it, our DM gave us a solid amount of magic items and enough gold to buy potions enough to swim in. It felt both like a waste of time (we didn't end up using most of our consumables) and too generous. While we still suffered at the hands of the tomb, we had an abundance of resources that helped us feel comparably safe.
I'm looking at the guidelines given in the DM's guide and starting my players with items for a normal setting at 11th level (despite them being only 10th). That means 2 uncommon magic items each, and gold enough to buy a rare and some consumables/other basic equipment.
Has anyone explored starting magic items for 10th level characters? Especially in the context of Tomb or Horrors (where combat is less the focus)?
Trit
In a few weeks I'll be running the D&D NEXT playtest version of Tomb of Horrors for some old friends, and can't freaking wait. I've played it as a player before and had a fantastic time being turned into a nervous wreck.
My question is: With such loose rules regarding magic items in 5th, what's the best balance of power to give my players before entering a death trap?
When I played it, our DM gave us a solid amount of magic items and enough gold to buy potions enough to swim in. It felt both like a waste of time (we didn't end up using most of our consumables) and too generous. While we still suffered at the hands of the tomb, we had an abundance of resources that helped us feel comparably safe.
I'm looking at the guidelines given in the DM's guide and starting my players with items for a normal setting at 11th level (despite them being only 10th). That means 2 uncommon magic items each, and gold enough to buy a rare and some consumables/other basic equipment.
Has anyone explored starting magic items for 10th level characters? Especially in the context of Tomb or Horrors (where combat is less the focus)?
Trit