D&D 5E Frustrated with 5E magic items

Xeviat

Hero
Kind of looking for some assistance with how to handle magic items in my 5E games. Right now, I'm converting "Red Hand of Doom" from 3E to 5E, trying to whittle down the magic items from the 3E assumptions. Even with doing treasure 5E style, I find my players having a lot of money and not much to spend it on. There's magic item buying rules in Xanathar's, but those require more downtime than the players are going to get in this adventure.

I'm finding myself missing the 3E DMG city detail, with max gold for items that could be found there. Magic item pricing that followed some sort of scale. A reason to have +1 half-plate over +2 scalemail or whatever when they have the same AC.

I'm curious how other people have made the transition from more structured magic item and treasure editions like 3E and 4E over to a looser system like 5E.
 

log in or register to remove this ad


Eltab

Lord of the Hidden Layer
If the PCs aren't otherwise feeling like defending the big city in RHoD, tell them there is a Craftsman there who can put magic abilities on their gear. When a Masterwork sword comes back as a +1 EnemyBane Sword they will have more motive to energetically defend the city with their lives. Blow off the normal downtime schedule "because of the present emergency" - he foresaw the siege in a crystal ball (and the gear the PCs will eventually request 😉 ) plus has Divination spells at hand, and he has been motivated to work hard to save the town. Travel time for messages and requests still applies to the messenger but he only needs an overnight to get the item(s). He also gives the PCs a doodad ("GPS") so the messenger can find them even while travelling. Explain early on that they will probably get to keep one "signature item" / Item of Legacy, not everything he makes for their use.
 


jgsugden

Legend
When I build a town I determine what Magic Items are available there. There is often one broker in an area that can connect PCs with magic items. There is a fairly common magic book that describes every item in the DMG, so PCs are allowed to ask for those items. I also always include a stock of homebrew items that keep the world feeling unique and created rather than store bought. If the PCs have enough resources, and time, anything they want can eventually be theirs with work.
 

Shiroiken

Legend
I have magic items be tradeable rather than buyable (always at a disadvantage to the players), allowing players to get rid of items they have no use for in exchange for something they might. I've personally detested the notion of a magic item economy, because it breaks the real world economy, as many powerful magic items are enough to retire on a wealthy lifestyle for most races lifespan.

As for coin, I've seldom come across a situation where the players had too much, even playing up to level 18. It can buy information, standard equipment (including potions of healing), copying scrolls for wizards, expensive material components, etc. Unless on an epic quest type campaign, where downtime is nonexistent, it can be used to tool/language training, as well as holding, like fortresses, temples, or even just inns. The use for money is only as limited as the player's imagination.
 

Ovinomancer

No flips for you!
Kind of looking for some assistance with how to handle magic items in my 5E games. Right now, I'm converting "Red Hand of Doom" from 3E to 5E, trying to whittle down the magic items from the 3E assumptions. Even with doing treasure 5E style, I find my players having a lot of money and not much to spend it on. There's magic item buying rules in Xanathar's, but those require more downtime than the players are going to get in this adventure.

I'm finding myself missing the 3E DMG city detail, with max gold for items that could be found there. Magic item pricing that followed some sort of scale. A reason to have +1 half-plate over +2 scalemail or whatever when they have the same AC.

I'm curious how other people have made the transition from more structured magic item and treasure editions like 3E and 4E over to a looser system like 5E.
Happily. I made the transition happily.

As you note, the biggest issue in 5e regarding treasure is what to spend it on. Adding magic item selling is pretty setting/preference dependent. I've had no magic item market in some games due to setting, and very robust markets in others (my current game is a Sigil/Planescape game, so everything is available, provided you know the right contacts and have the right price).

I've found that if you leverage downtime, and introduce social interactions that trigger on lifestyle, how money gets spent is pretty easy to deal with. If you want to save money a live a poor lifestyle because you, as a player, do not suffer for it, that's fine, you can do that. But, you'll be treated as a peasant in general. If there is a magic item market, you'll be shooed out because you're riff-raff. You want to be treated well, like you can afford magic items and should be catered to, well, better shell out for an appropriate lifestyle. Pair this with setting a few weeks of downtime between adventures and you'll burn through money pretty well.
 

Undrave

Legend
Happily. I made the transition happily.

As you note, the biggest issue in 5e regarding treasure is what to spend it on. Adding magic item selling is pretty setting/preference dependent. I've had no magic item market in some games due to setting, and very robust markets in others (my current game is a Sigil/Planescape game, so everything is available, provided you know the right contacts and have the right price).

I've found that if you leverage downtime, and introduce social interactions that trigger on lifestyle, how money gets spent is pretty easy to deal with. If you want to save money a live a poor lifestyle because you, as a player, do not suffer for it, that's fine, you can do that. But, you'll be treated as a peasant in general. If there is a magic item market, you'll be shooed out because you're riff-raff. You want to be treated well, like you can afford magic items and should be catered to, well, better shell out for an appropriate lifestyle. Pair this with setting a few weeks of downtime between adventures and you'll burn through money pretty well.

You don't really need the lifestyle to LOOK as wealthy as you are, just the fancy clothes and time at the bathouse :p
 

Bawylie

A very OK person
In my long term games I pre-select the magic items (including scrolls and potions) that I want to make available for the stretch of levels I’m preparing for. (1-2, 3-5, 5-8, etc.).

I put these on a treasure parcel table and assign rarity. Essentially a d20 roll with nothing to be found on numbers 1-4, cash and consumables in numbers 5-15, gear in 15-18, and gems and magic items in 19-20.

Whenever players search for stuff (and I haven’t specifically placed something), I just consult the chart to see what’s available. The parcel list itself is about a page long and separated by the categories I mentioned. It takes me about an hour to prepare but I keep it through 3 levels of play so it’s good time value for me. If the players want to buy magic items, they can only find what’s available (meaning, whatever I put on the list).

The players can use their cash to commission magic items from NPCs they’ve met but they tend to get that stuff between adventures. (In my world, the space between adventures is a month on average - so downtime usually fits in there). So you’d commission your item, pay the cost, but you won’t get the item until the start of the next adventure, basically.
 

S'mon

Legend
Kind of looking for some assistance with how to handle magic items in my 5E games. Right now, I'm converting "Red Hand of Doom" from 3E to 5E, trying to whittle down the magic items from the 3E assumptions. Even with doing treasure 5E style, I find my players having a lot of money and not much to spend it on. There's magic item buying rules in Xanathar's, but those require more downtime than the players are going to get in this adventure.

I'm finding myself missing the 3E DMG city detail, with max gold for items that could be found there. Magic item pricing that followed some sort of scale. A reason to have +1 half-plate over +2 scalemail or whatever when they have the same AC.

I'm curious how other people have made the transition from more structured magic item and treasure editions like 3E and 4E over to a looser system like 5E.

My 5e Red Hand of Doom campaign page - FR - Red Hand of Doom

Item purchase rules:
PCs begin at 5th level, and may progress to around level 10 during the campaign. Use the standard 5e D&D rules point buy or default array, 15 14 13 12 10 8 in any order. WoTC level 5 pregenerated PCs are available for use.
Sources: PHB and XGTE are permitted.
Gear: Newly created characters begin with normal PHB starting equipment plus 500gp plus 1d10x25gp (or +125gp), and may spend starting cash on items from this list:

Common items
Cloak of Billowing: 200gp
Moon-touched Blade (magic +0 weapon, sheds light on command): 200gp
Perfume of Bewitchment (gives advantage on Persuasion checks for 1 hour): 50gp/dose
Potion of Climbing 50gp/potion
Potion of Healing 50gp/potion
Spell Scroll, 3 cantrips: 50gp
Spell Scroll, 1 1st level spell: 50gp
Uncommon items
+1 weapon (any) - 500gp
+1 shield - 500gp
+1 wand of the war mage - 500gp
Potion of Greater Healing (4d4+4 hp) - 125gp
Potion of hill giant strength (STR 21) - 125gp
Potion of water breathing - 125gp

PCs with the Noble background may begin with standard full plate armour in addition to the above.


Basically, for 5e I give the players a curated list of purchasable items; other stuff needs to be found in play. With Red Hand of Doom I curated the monster gear somewhat, knocking off a lot of the 'buff' potions especially, but I kept stuff like the +1 shortswords used by the Hobgoblin Bladebearers - they don't unbalance the game and they give a strong sign these guys are serious.

Teyani Sura became a major NPC IMC before she fell at the Battle of Brindol. Her stat block:

Teyani Sura, a Lion of Brindol - fell at Brindol
Ftr-5/Bbn-1 AC 17 (half plate) HP 53 ST 16 (+3) DE 14 (+2) CO 14 (+2) IN 8 (-1) WI 12 (+1) CH 10 (+0)
Saves STR +6 CON +5
skills: Athletics, Insight, Intimidate, Perception, Survival
Feats: Sharpshooter, Greatweapon Master
Fighting Style: archery
Second Wind (d10+5) 1/SR
Action Surge 1/SR
Champion - critical hit 19-20
Extra Attack
Unarmoured Defence (AC 14)
Rage 2/Long Rest - +2 melee damage & resistance to B/P/S; advantage on STR saves & checks
+1 Great Axe Att +7 dam 1d12+4 (Rage 1d12+6); Greatweapon Attack +2 dam 1d12+14 (rage 1d12+16)
critical hit 19-20. Bonus action attack on crit or kill
Longbow Att +7 dam 1d8+2; Sharpshooter Attack +2 dam 1d8+12


NPC Item '+' conversion.
3e +1 > 5e +1
3e +2 & +3 > 5e +2
3e +4 +5 > 5e +3.

I don't care if the PCs do acquire more cash than they can spend within the limited time frame of RHoD, but I've not seen that being an issue. PCs die, stuff gets lost, stuff gets forgotten about, gets wasted. I'm more likely to have the good guys handing out free healing potions & such to the Defenders of Brindol anyway. The adventure itself says that it assumes most gear will come from fallen enemies, not from crafting & purchase.

Remember that 5e PCs don't actually need magic gear to function, except perhaps some magic weapons at higher level.
 
Last edited:

Remove ads

Top