Zardnaar
Legend
Formore or less my 3rd 5E campaign running it and 4th campaign played I have beentoning down the amount of magic items by a lot. My PCs are just on the verge oflevel 7 and they own the following items.
1. A +1dagger.
2. Maskgranting +2 charisma+fey presence 1/long rest (Paladin, Sorcerer and Bladelockin the party makes this very good)
3. Gauntletsof Ogre Power (cleric uses this, the others have 18 strength already)
Myparties front line fighters are a bladelock and Paladin with a cleric and sorcererfilling out the party. 3 of them can deal magic damage, the Paladin has to usethe spell magic weapon or Moon Beam.
In my1st camapaign I handed out to many magic items as I was using conversions ofolder adventures and even then I reduced them down drastically. A +2 Greatswordand +2 hand crossbow however did not play nice with the Sharpshooter and GreatWeapon Master feats. Now I am using prepublished adventures again but designedfor 5E and they do not hand out as many magi items. I have always been of theopinion that if you want a magic weapon for example you should probably use along sword, short sword, dagger or spear as these are very common magicweapons. Generally I do not change magic items in prepublished adventures tomatch what PCs are using. If you choose a special snowflake weapon (katanas in2E) do not expect to find magical versions of them.
Thismentality is probably a remnant of AD&D as longswords were one of the bestweapons in the game and they were common as magic weapons. A similar theoryapplied to armor as well as magical plate armor may as well have been nonexistent while something like +5 chainmail was much more likely to be found. +5chainmail also gave you a +5 bonus on saves that were physicalattacks like dragon breath and fireball. 4E at least made an effort to fixthis with what armor the classes could wear but it retained the buy magic itemthing from 3.5 while making it a 1 hour ritual to more or less create the exactitem you liked. As youi can guess I prefer AD&D magic item creation ruleswith the exception of a loss of con point when making a permanent magical item,Losing a con point is fine for something like a holy avenger, not so much for a+1 spear.
Thismentality did kind of change with 3E as you could buy magic items and the magicpart was a fixed cost so +5 chainmail was only marginally cheaper than +5 fullplate. In 3.5 and 5E only 3 types of armor really exist (or are wanted byplayers). This trend has continued to 5E as well with missile weapons.In Pathfinder/3.5 you really only have 2 ranged weapons. Compositelongbows and everything else. In 5E you have 3, longbows, hand crossbowsand everything else.
Theway I have recently being running 5E is to try and add some real choicesto the PCs lives. I am more likely to put in +3 leather armor for example than+3 studded leather. I had a inexperienced player who built a low damage swordand board ranger and I put a flametongue longsword in the game that the PCsmanaged to find. I am not very likely to put a flametongue greatsword in thegame nor am I likely to put a +2 great weapon or missile weapon into the gameeither. A +3 dagger however would be fine. One is likely to run into trouble in5E by putting the best enchantments on the most optimal weapons. weapons Iconsider to be the most optimal weapons in 5E BTW.
Greatweapons
HandCrossbows
Polearms
Longbows
Notethese weapons have the best feat support in the game. It is very obvious whatthe most optimal armor in the game is. In 5E the other weapon styles can'treally compete with the above 4 weapons so to balance them out I would be morelikely to include better magical weapons and armor.
Now Iknow the Paladin in the party wants a magical weapon. The PCs were recentlyfacing a lot of elementals and lycanthropes and he was not having the best timeof it at times although his nova damage one on one was good. Also note he wasfar from useless as he had the choice of moonbeam or casting the magic weaponspell. This PC has the great weapon master feat as well but lacks the supportto break the -5/+10 part of the feat. Here we have a conflict of interest itseems.
Player wantsa magic weapon mostly to bypass immunities.
DM is happyto hand out magic items but is reluctant due to previous experiences with greatweapons.
Sohere is what I am going to do. If a magic great weapon drops in an adventure sobe it. I know there are some magical longswords coming up that can be used twohanded so he has a choice there. Better damage or being able to deal magicdamage.
I havealso been looking through the DMG for a weapon he will like and one I do notmind handing out. Put simply I have been looking for one without a magic bonusto hit and one that will not enable buckets of damage as the Paladin is alreadygood at that. Could be worse he is an Oath of the Ancients Paladin instead ofan Avenging Paladin. In the latter case at best I may put in a +1 great weaponby level 15 or so. I considered a flametongue but that gives the Paladin abonus 2d6 damage and the other great weapon user in the party will likely wantit. In that scenario (2 PCs wanting the same item that is equally beneficial toboth of them) they roll dice. An asshat in the party who wants a magic item"just because" is usually excluded from the rolling process they doget to make an argument as to why they should be allowed to roll though.
So theitem I have settled on is the frost brand. As a player I am always happy tofind a frostbrand weapon and they were really good in AD&D and the 5E onelooks quite nice to have with a 1d6 bonus cold damage and half damage fromfire. I will likely work it into an existing adventure or design a side trekwhere the sword can be retrieved from the barrow of a warlord or barbarianking. Said barrow may or may not be full of traps and undead. I would be happywith a frostbrand as a player. The frostbrand weapon was not that good in 3E asyou could get better bang for your buck.
Also note wehave some high powered PCs with rolled stats. Said Paladin has a 20 charismaand 18 strength. I have noticed the higher stats has reduced pressure on statbumps so the PCs are taking feats and often some of the "fun" featsas well instead of the best feats. The sorcerer for example has an 18 conalready so she avoided taking warcaster and took the spell sniper feat whichshe would usually avoid in favor of stat bumps and/or other feats. Higher statsalso make some of the MAD classes a bit more viable IMHO. MAD classes usuallybeing ones that want to use medium armor or ones that want a high dexterity andlack the amount of stat bumps fighters and rogues get.
I likemagic items as a DM and player. I even like powerful magic items and in OSR gamingyou may have an old school frostbrand by level 6 or 7. An old school frostbrand is a +3 weapon, +6 vs fire creatures, immunity to non magical fire, half damagevs magical fire. One difference between OSR and modern D&D gaming I havenoticed is that weapon will be upgraded in 3E onwards while in BECMI/AD&Dyou might be perfectly happy to be using that weapon for the next 10 levels.Drizzt has a frostbrand weapon and in the early books it more or less worksjust like the AD&D one allowing Bruenor to survive being set on fire withoil. Said weapon is also a +6 weapon vs Balors. Another difference is OSRgaming is the lack of feats so you can't stack feats+magic items and easily acquirethe key magic item combos that can break the game. The magical Christmas treeeffect is fun in older editions, problematic in 3E and 4E. Can be problematicin 5E as well but you have more safe guards as the PCs can not easily aquire a+3 hand crossbow compared to 3E, 4E and Pathfinder where RAW you havelenient magic item rules.
In olderD&D one can run around with a Drow ranger with a frostbrand in one hand, a+5 defender in the other hand and +chainmail and not break the game. Bracers ofthe Blinding strike however are a bit much with that. OSR Bracers of theBlinding strike would be the equivalent of action surge 3 times per long rest.Actually if I were to convert those bracers to 5E that’s what I would allowthem to do giving someone the class features of a high level fighter.[FONT="] [/FONT]
1. A +1dagger.
2. Maskgranting +2 charisma+fey presence 1/long rest (Paladin, Sorcerer and Bladelockin the party makes this very good)
3. Gauntletsof Ogre Power (cleric uses this, the others have 18 strength already)
Myparties front line fighters are a bladelock and Paladin with a cleric and sorcererfilling out the party. 3 of them can deal magic damage, the Paladin has to usethe spell magic weapon or Moon Beam.
In my1st camapaign I handed out to many magic items as I was using conversions ofolder adventures and even then I reduced them down drastically. A +2 Greatswordand +2 hand crossbow however did not play nice with the Sharpshooter and GreatWeapon Master feats. Now I am using prepublished adventures again but designedfor 5E and they do not hand out as many magi items. I have always been of theopinion that if you want a magic weapon for example you should probably use along sword, short sword, dagger or spear as these are very common magicweapons. Generally I do not change magic items in prepublished adventures tomatch what PCs are using. If you choose a special snowflake weapon (katanas in2E) do not expect to find magical versions of them.
Thismentality is probably a remnant of AD&D as longswords were one of the bestweapons in the game and they were common as magic weapons. A similar theoryapplied to armor as well as magical plate armor may as well have been nonexistent while something like +5 chainmail was much more likely to be found. +5chainmail also gave you a +5 bonus on saves that were physicalattacks like dragon breath and fireball. 4E at least made an effort to fixthis with what armor the classes could wear but it retained the buy magic itemthing from 3.5 while making it a 1 hour ritual to more or less create the exactitem you liked. As youi can guess I prefer AD&D magic item creation ruleswith the exception of a loss of con point when making a permanent magical item,Losing a con point is fine for something like a holy avenger, not so much for a+1 spear.
Thismentality did kind of change with 3E as you could buy magic items and the magicpart was a fixed cost so +5 chainmail was only marginally cheaper than +5 fullplate. In 3.5 and 5E only 3 types of armor really exist (or are wanted byplayers). This trend has continued to 5E as well with missile weapons.In Pathfinder/3.5 you really only have 2 ranged weapons. Compositelongbows and everything else. In 5E you have 3, longbows, hand crossbowsand everything else.
Theway I have recently being running 5E is to try and add some real choicesto the PCs lives. I am more likely to put in +3 leather armor for example than+3 studded leather. I had a inexperienced player who built a low damage swordand board ranger and I put a flametongue longsword in the game that the PCsmanaged to find. I am not very likely to put a flametongue greatsword in thegame nor am I likely to put a +2 great weapon or missile weapon into the gameeither. A +3 dagger however would be fine. One is likely to run into trouble in5E by putting the best enchantments on the most optimal weapons. weapons Iconsider to be the most optimal weapons in 5E BTW.
Greatweapons
HandCrossbows
Polearms
Longbows
Notethese weapons have the best feat support in the game. It is very obvious whatthe most optimal armor in the game is. In 5E the other weapon styles can'treally compete with the above 4 weapons so to balance them out I would be morelikely to include better magical weapons and armor.
Now Iknow the Paladin in the party wants a magical weapon. The PCs were recentlyfacing a lot of elementals and lycanthropes and he was not having the best timeof it at times although his nova damage one on one was good. Also note he wasfar from useless as he had the choice of moonbeam or casting the magic weaponspell. This PC has the great weapon master feat as well but lacks the supportto break the -5/+10 part of the feat. Here we have a conflict of interest itseems.
Player wantsa magic weapon mostly to bypass immunities.
DM is happyto hand out magic items but is reluctant due to previous experiences with greatweapons.
Sohere is what I am going to do. If a magic great weapon drops in an adventure sobe it. I know there are some magical longswords coming up that can be used twohanded so he has a choice there. Better damage or being able to deal magicdamage.
I havealso been looking through the DMG for a weapon he will like and one I do notmind handing out. Put simply I have been looking for one without a magic bonusto hit and one that will not enable buckets of damage as the Paladin is alreadygood at that. Could be worse he is an Oath of the Ancients Paladin instead ofan Avenging Paladin. In the latter case at best I may put in a +1 great weaponby level 15 or so. I considered a flametongue but that gives the Paladin abonus 2d6 damage and the other great weapon user in the party will likely wantit. In that scenario (2 PCs wanting the same item that is equally beneficial toboth of them) they roll dice. An asshat in the party who wants a magic item"just because" is usually excluded from the rolling process they doget to make an argument as to why they should be allowed to roll though.
So theitem I have settled on is the frost brand. As a player I am always happy tofind a frostbrand weapon and they were really good in AD&D and the 5E onelooks quite nice to have with a 1d6 bonus cold damage and half damage fromfire. I will likely work it into an existing adventure or design a side trekwhere the sword can be retrieved from the barrow of a warlord or barbarianking. Said barrow may or may not be full of traps and undead. I would be happywith a frostbrand as a player. The frostbrand weapon was not that good in 3E asyou could get better bang for your buck.
Also note wehave some high powered PCs with rolled stats. Said Paladin has a 20 charismaand 18 strength. I have noticed the higher stats has reduced pressure on statbumps so the PCs are taking feats and often some of the "fun" featsas well instead of the best feats. The sorcerer for example has an 18 conalready so she avoided taking warcaster and took the spell sniper feat whichshe would usually avoid in favor of stat bumps and/or other feats. Higher statsalso make some of the MAD classes a bit more viable IMHO. MAD classes usuallybeing ones that want to use medium armor or ones that want a high dexterity andlack the amount of stat bumps fighters and rogues get.
I likemagic items as a DM and player. I even like powerful magic items and in OSR gamingyou may have an old school frostbrand by level 6 or 7. An old school frostbrand is a +3 weapon, +6 vs fire creatures, immunity to non magical fire, half damagevs magical fire. One difference between OSR and modern D&D gaming I havenoticed is that weapon will be upgraded in 3E onwards while in BECMI/AD&Dyou might be perfectly happy to be using that weapon for the next 10 levels.Drizzt has a frostbrand weapon and in the early books it more or less worksjust like the AD&D one allowing Bruenor to survive being set on fire withoil. Said weapon is also a +6 weapon vs Balors. Another difference is OSRgaming is the lack of feats so you can't stack feats+magic items and easily acquirethe key magic item combos that can break the game. The magical Christmas treeeffect is fun in older editions, problematic in 3E and 4E. Can be problematicin 5E as well but you have more safe guards as the PCs can not easily aquire a+3 hand crossbow compared to 3E, 4E and Pathfinder where RAW you havelenient magic item rules.
In olderD&D one can run around with a Drow ranger with a frostbrand in one hand, a+5 defender in the other hand and +chainmail and not break the game. Bracers ofthe Blinding strike however are a bit much with that. OSR Bracers of theBlinding strike would be the equivalent of action surge 3 times per long rest.Actually if I were to convert those bracers to 5E that’s what I would allowthem to do giving someone the class features of a high level fighter.[FONT="] [/FONT]