[conversion woes] SO MANY ITEMS

Consider me entertained.

(No really, with the 5E hivemind so strong these days it's refreshing to be reminded magic items in droves are such an intrinsic and fun part of D&D :) )
 

log in or register to remove this ad

The best advice has already been given - unless it is plot related, replace it with a an appropriate number of randomly generated hordes from the DMG. If it is plot related, keep it, but offset it (if the PC will get to keep it) against the hordes of treasure the PCs should find (replacing or tweaking as necessary).

I do miss seeing items with a bit more personality - almost all the items I hand out in my games are modified versions of existing items, usually with an extra little fun ability or a quirk that changes how you use it. I wish 5E had a built in mechanic that was a bit more comprehensive to add quirks to the items (I know there is one, but it just is too narrow).
 

Through a mixture of caution and luck, the PCs avoided a number of rooms (and a vital clue...) but they did obtain the sword - which I replaced with a trident of fish command. The cleric claimed that one, although they can't use it in battle.

How come they can't use it in battle?
 

How come they can't use it in battle?

The slugman can't use it in battle because it's a martial weapon and they are a cleric of knowledge. The other party members who *could* use it as a weapon have better weapons (a trident is not great, and a trident of fish command has no combat boosting abilities).
 

Consider me entertained.

(No really, with the 5E hivemind so strong these days it's refreshing to be reminded magic items in droves are such an intrinsic and fun part of D&D :) )

I remember reading this module when I was still playing 2nd ed and thinking there was way too many items... so... mileage may vary.
 

Remove ads

Top