D&D (2024) DMG 5.5 - the return of bespoke magical items?

In theory this sounds fine. In practice, though, when you don't even know which characters are coming on a given adventure until they've already left town, random or pre-placed treasure is still the way to go. That, and there's been times when I have tried to place treasure intended for specific characters and for whatever reason the treasure ended up with someone else, or sold off, or never found.
I find myself torn by two different urges when I DM. I want magic items to appear organically, and I rarely offer anything in the adventure that is 100% geared to a specific character. There are exceptions, but generally, I work on the assumption of what a player might want rather than come out and ask them.

And there are a lot of items they find that I'm not expecting them to want, but if they find a use for it, that's fine- magic items are a reality in my campaign, and not everything is for everyone- a good example of this was when they found a magic whistle that, when blown, deals necrotic damage to everyone within 50 ft. who can hear it's cursed tones. Every time it is used, it deals less damage, until it needs to "recharge". I fully expected them to see this and go "uh, no", and it was surprising to see one player pick it up, as it requires no attunement, and they're convinced the moment it will come in handy will arrive.

But this does leave my game cluttered with items that the players pass on, which either lurk on their treasure list or are even forgotten about- which has had disastrous consequences when I try to seed items that will be very useful in an upcoming battle. If there's a tough fight with a red dragon planned, you can bet potions and items of fire resistance will appear long before- but usually when the moment arrives, the players will have sold off or forgotten they even have said items.

This leads to the other urge- to just let players have the items they want. It would be much saner for me to do this, but often, the things they want aren't the kinds of neat things I think they need- it's usually more of what they were already doing. Oh you're a Fighter who does massive damage? What do you want? A big sword with more plusses or bonus damage dice.

Your character wears plate armor, wields a shield, and has the Protection Fighting Style? What do you want? More AC?

And I balk. I balk because I know where this leads- one-dimensional characters who have overpowering strengths, but glaring weaknesses. Weaknesses I could exploit, but rarely feel justified doing so on a routine basis.

Case in point, in a Pathfinder 1e game, I had a player with immense AC, who managed to get said AC while still remaining a threat. Level-appropriate enemies could not touch them. The rest of the party might struggle, but they were fine.

Now, I could have enemies use magic missile more frequently, target weak saves, use enemies that hurt you when you hit them, or the dreaded grappling monster- there are many ways to approach this.

But most fights shouldn't involve these specialized tactics, and the way their character instantly became useless when they appeared was actually detrimental to the party as as whole, since now they could no longer rely on that character's contributions. And every time a monster came up that targeted said weak points, they (rightly!) complained that they were being singled out, which felt scummy to me, even though I knew it had to be done!

So when someone gripes about needing more damage or AC, I'm loathe to let them have it, even as they turn up their noses at the items I think are really cool.

So yes, while I do believe that player agency with regards to magical items would be good for the game, I also know that there are pitfalls associated with it, because the players aren't always concerned with the balance of the game- they want to make the game easier for their characters. Which is understandable and logical from a player's perspective, but can become a headache for a DM who, like me, overthinks and agonizes over the health of their game, lol.
 

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"Hey, now this is what I'm talking about! That's useful! And no attunement? I don't need that dagger anymore!"

I felt that in my very soul, but it was a valuable lesson.

The DM in my current campaign made a custom item I am sure he intended for my bard. Except one of the core abilities was "spend charges to add (charges)d6 bonus thunder damage on a successful attack". Bards have zero spells with attack rolls and I have only used a weapon once over 9 levels of adventuring. So....utterly useless to my character.

I immediately handed it to the Warlock12/Bard1. He uses it when his Eldritch Blast crits, which we call "Bardlock Smite". It is awesome....for him.

Running 3e I learned everything is vendor trash to someone.

Giving players the ability to make/commison items they find useful means there isn't someone just totally outside the power curve limping along. A shield that casts shield may seem cheesy but for someone who wants a version of the d&d cartoon's Cavalier Shield, it's fantabulous. Yes, there's some aspect of "Oh no, my players have extra abilities!"

But it also means "Heeyyyyyy....my BBEG can have those too!" Items with a few charges are almost always more useful for BBEGs than players because they have zero incentive to conserve resources. These yabbos just cut through all the minions so now it's time to take out the trash! And if the PCs clearly have magical items, the bbeg has even less reason to refrain from exhausting cheap items as they can loot the heroes' corpses.

And if the PCs already have a shield-shield why do they want another? It's only worth a few hundred gold so it doesn't even break the economy. Realistically, for most guards, a shield-shield is more useful than a shield+1. They likely aren't in many fights and that +5 is so much more impactful when it happens. That means you can have more NPCs with (relatively) inexpensive gear that actually challenges PCs. Conversely, a PC can exhaust their shield-shield in the first fight of the day where a shield +1 shows it utility.
 

Again: I consider this argument deeply disingenuous.

The adventure doesn't actually START until the Fellowship is formed. That's literally the "party formation" scene. Everything prior to that is us getting the backstory.
I think the players of the four Hobbits, plus Strider later, might have a real beef with this ruling. :)

The Hobbits leaving the Shire is the party formation scene. They're in full adventure mode by the time they get to Old Man Willow.

What happens at Rivendell merely makes the existing party bigger.
 

I think the players of the four Hobbits, plus Strider later, might have a real beef with this ruling. :)

The Hobbits leaving the Shire is the party formation scene. They're in full adventure mode by the time they get to Old Man Willow.

What happens at Rivendell merely makes the existing party bigger.
It's quite possible our hobbits are the only PCs too.
 

Again: I consider this argument deeply disingenuous.

The adventure doesn't actually START until the Fellowship is formed. That's literally the "party formation" scene. Everything prior to that is us getting the backstory.
If you don't want to call what happened between Bag End and Rivendell part of the adventure, then that's your prerogative, but I have a feeling most people would disagree. 4/9 and then 5/9 of the Fellowship are directly involved with all the danger and so on that took place during that time, and a 6th (Gandalf) is nearby but never quite links up. Heck, many a D&D adventure starts with a just a few characters at the start with some joining later, and that doesn't invalidate the previous sections where there were fewer, does it?

No, Rivendell was two months of downtime, where they picked up a few new PCs, and they created a magic item during that pause.
 
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If you don't want to call what happened between Bag End and Rivendell part of the adventure, then that's your prerogative, but I have a feeling most people would disagree. 4/9 and then 5/9 of the Fellowship are directly involved with all the danger and so on that took place during that time, and a 6th (Gandalf) is nearby but never quite links up. Heck, many a D&D adventure starts with a just a few characters at the start with some joining later, and that doesn't invalidate the previous sections where there were fewer, does it?

No, Rivendell was two months of downtime, and they created a magic item during that pause.
Okay. Then let me rephrase the original question.

Once there actually is the titular Fellowship of the Ring, do they have the time to stop for 50 days to make a magic item?
 

Treasure has always been the province of the person running the game, and for many years, there was no real guidance on what players should/could have.

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I feel that letting players have at least some agency with regards to treasure can be a good thing!
4e D&D didn't make it the exclusive province of the GM - it encouraged players to tell the GM what sorts of items they wanted for their PCs, so the GM could include these in the game.

And it had a robust "treasure parcel" system within which the wish-lists operated.

EDITed to note this radical suggestion:
While I like making magic items, wouldn't it be easier to instruct DMs on giving out items the players want? Maybe even... asking the players what they want? Is there in there at all?
 

Ugh yeah, that's one of my least favorite parts of "character builds."
about 3 years ago I was in a campaign with a psi warrior. The GM was new and a bit too helpful, so he said "you are level 5, you can start with a headband of intellect". This is great news, because the psi warrior is a bit MAD.

Then the DM told me "so just dump your int to 8, you don't need it". Annnnnd that's where I said no. I could have but... it just didn't make any sense! My PC is a scribe, a scholar, a warrior-sage. Why would he have a base int of 8?! He would have embarked on another path.

My PC had an int of 13 without the headband.

edit: I mean I still took the headband, I'm not that virtuous! But I didn't dump my int either.
 
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