Zardnaar
Legend
How do people deal with magic items? I lean a bit more towards old school. You use what you find.
Others lean more towards custom items towards what the players want.
The second approach leans heavily towards 3E and 4E.
I also tend to avoid putting in things like magical hand crossbows. I'll put them in if an adventure has them.
I'll also use random magic items on occasion. At level 9 thePCs have a rod of lordly might due to this via killing a adult blue dragon.
So how does this work in practice? I don't tend to worry to much on the rarity of an item. That rod of lordly might is far less disruptive than a +2 hand crossbow.
A lot of rogues use rapiers. I'm doing an Egyptian themed game, probably not a lot of rapiers in this sort of game.
Now some are thinking Zards a bastard he's screwing the rogue player over. Mr Rogue however is wielding a +1 keen shortsword (3.5), and a custom dagger of venom where they can add poison as a bonus action a'la thief quick hands ability. They also found some poison sellers where he managed to buy a dose of purple worm venom, wyvern poison and as much serpent poison he could afford.
The fighter/warlock is using the rod of lordly might. He is Duelist style sword and board. It's high on the powercurve sure but less than say a +1 or 2 great weapon married with the feat. Said character has +1 full plate as well which grants resistance and advantage to dragon breath. Most if the time it's just +1 armor. They all have Dragonlances as well which are just dragon Slayer Lance's and spears.
The final item I'll use as an example is the monks spear. It's a +1 shocking spear that 1/long rest can fire a lightning bolt. The spear and rogues shortsword turned up fairly early in the campaign.
So to powerful IDK but the abilities I put on equipment aren't on the best items in the game. The Rogue is dealing damage similar to a rapier anyway just deals magic damage and crits on 19-20.
In older editions with more ways to deal with magic items I might be more inclined to hand out better equipment.
Others lean more towards custom items towards what the players want.
The second approach leans heavily towards 3E and 4E.
I also tend to avoid putting in things like magical hand crossbows. I'll put them in if an adventure has them.
I'll also use random magic items on occasion. At level 9 thePCs have a rod of lordly might due to this via killing a adult blue dragon.
So how does this work in practice? I don't tend to worry to much on the rarity of an item. That rod of lordly might is far less disruptive than a +2 hand crossbow.
A lot of rogues use rapiers. I'm doing an Egyptian themed game, probably not a lot of rapiers in this sort of game.
Now some are thinking Zards a bastard he's screwing the rogue player over. Mr Rogue however is wielding a +1 keen shortsword (3.5), and a custom dagger of venom where they can add poison as a bonus action a'la thief quick hands ability. They also found some poison sellers where he managed to buy a dose of purple worm venom, wyvern poison and as much serpent poison he could afford.
The fighter/warlock is using the rod of lordly might. He is Duelist style sword and board. It's high on the powercurve sure but less than say a +1 or 2 great weapon married with the feat. Said character has +1 full plate as well which grants resistance and advantage to dragon breath. Most if the time it's just +1 armor. They all have Dragonlances as well which are just dragon Slayer Lance's and spears.
The final item I'll use as an example is the monks spear. It's a +1 shocking spear that 1/long rest can fire a lightning bolt. The spear and rogues shortsword turned up fairly early in the campaign.
So to powerful IDK but the abilities I put on equipment aren't on the best items in the game. The Rogue is dealing damage similar to a rapier anyway just deals magic damage and crits on 19-20.
In older editions with more ways to deal with magic items I might be more inclined to hand out better equipment.